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 ___         _           _
/ __|___ _ _| |_ ___ _ _| |_ ___
| (__/ _ \ ' \  _/ -_) ' \  _(_-<
\___\___/_||_\__\___|_||_\__/__/
---------------------------------

To find a specific item in the Guide, use Ctrl-F to open a Find box, and type
in the section code.


Background Info

B1.    Version History
B2.    About the Author

         B2.1.  Copyrights and Thanks

B3.    About the Game

         B3.1.  Glossary
         B3.2.  Controls

B4.    Character Basics

      B4.1.  Races

              B4.1.1.  Dwarf
              B4.1.2.  Elf
              B4.1.3.  Gnome
              B4.1.4.  Halfling
              B4.1.5.  Half-Elf
              B4.1.6.  Half-Orc
              B4.1.7.  Human

      B4.2.  Abilty Scores
      B4.3.  Classes

              B4.3.1.  Barbarian
              B4.3.2.  Bard
              B4.3.3.  Cleric
              B4.3.4.  Druid
              B4.3.5.  Fighter
              B4.3.6.  Monk
              B4.3.7.  Paladin
              B4.3.8.  Psion
              B4.3.9.  Psychic Warrior
              B4.3.10. Ranger
              B4.3.11. Rogue
              B4.3.12. Sorcerer
              B4.3.13. Wizard

      B4.4.  Skills and Feats

              B4.4.1.  Skills
              B4.4.2.  Feats

                       B4.4.2.1. General Feats
                       B4.4.2.2. Psychic Feats
                       B4.4.2.3. Magic Feats

      B4.5.  Spells and Powers

              B4.5.1.  Spell Lists

                       B4.5.1.1. Bard
                       B4.5.1.2. Cleric
                       B4.5.1.3. Druid
                       B4.5.1.4. Paladin
                       B4.5.1.5. Ranger
                       B4.5.1.6. Sorcerer/Wizard

              B4.5.2.  Power List

                       B4.5.2.1. Psion
                       B4.5.2.2. Psychic Warrior

B5.    Character Generation
B6.    My Characters

      B6.1.  My First Party

             B6.1. Apex
             B6.2. Grosh
             B6.3. Anna
             B6.4. Tia
             B6.5. Wen
             B6.6. Floisa

B7.    Game Basics

Mission Walkthroughs

M1. Act 1 Story Missions

      M1.1.  Mission One - The Thieves
      M1.2.  Mission Two - The Crypt
      M1.3.  Mission Three - The Banner
      M1.4.  Mission Four - The Elfwoods
      M1.5.  Mission Five - The Barrows
      M1.6.  Mission Six - The Hollow
      M1.7.  Mission Seven - The Druid
      M1.8.  Mission Eight - The Tower
      M1.9.  Mission Nine - The Witch

M2. Act 1 Optional Missions

      M2.1.  Optional Mission One - The Stand
      M2.2.  Optional Mission Two - The Hunt

Shops and Item Information

S1.    Shops

      S1.1. Arion Adventurer's Guild
      S1.2. Jorhelling Temple
      S1.3. Estmanndal Merchant
      S1.4. Saxa Court
      S1.5. Issa Vale Forest Moot
      S1.6. Elerin Wizard School
      S1.7. The Eastings Mercenary Guild
      S1.8. Apple Inn Thieves' Guild

S2.    Items

      S2.1. Weapons

             S2.1.1. Melee
             S2.1.2. Magic Melee
             S2.1.3. Ranged
             S2.1.4. Magic Ranged
             S2.1.5. Ammunition
             S2.1.6. Magic Ammunition

      S2.2. Armor

             S2.2.1. Armor
             S2.2.2. Magic Armor
             S2.2.3. Shields
             S2.2.4. Magic Shields

      S2.3. Magic Jewelry

             S2.3.1. Amulets
             S2.3.2. Rings

      S2.4. Wonderous Magic Items

A. Appendix

      A1. FAQS and Forum Questions

      A2. "Cheats"

 _   _   _   _   _   _   _   _   _   _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( B | a | c | k | g | r | o | u | n | d )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
 _   _   _   _   _   _   _   _   _   _   _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( I | n | f | o | r | m | a | t | i | o | n )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/



B1.    Version History
======================


    1.60 - 09th April 2008
    Added Ranger Spell list. Added Missions Eight and Nine. Missing creature
    stats for them though.  Also added some material I have found in the
    various Tactics forums. Credit to those guys especially about the
    occansional lag problem. I have also added a Cheats Section, though the
    game is easy enough without them, there are here for completeness. Also
    added BAB and Saving Throw tables. Added info about the Kill XP variance.
    Also added XP table for levels. Updated Druid and Bard Spell Lists.
    I haven't picked up the game for a while (evidenced by the lack of
    updates), but I hope to add the optional missions; The Hunt and The Stand,
    possibly the Tenth Mission, which will finish off ACT 1!

    1.30 - 16th January 2008
    More Updates! This one will get uploaded to Gamefaqs. Two Missions have
    been updated, there has been a few format changes, and I have added
    two new missions, The Hollow and The Druid. Maybe one more update
    before months end.

    1.20 - 11th January 2008
    Amazingly, I found some spare time today, so I polished of the items and
    their descriptions from the first seven shops! I won't upload this to
    Gamefaqs yet though. I will update the last two missions already in this
    guide to the same standard as the first ones. I may then add a new
    mission.

    1.12 - 10th January 2008
    Happy New Year! No more missions added, although I have made a start to
    the shops and items section before it builds up. I have finished the base
    information on all melee weapons found in the first six shops. The first
    six shops have complete listings of the items available. I will not add
    individual descriptions for scrolls and potions, as each shop they differ
    slightly in effect and cost. Only weapons, armor and the special items
    get full descriptions. I have also corrected some grammer and info in the
    abilities section.

    Next update hopefully soon.

    1.10 - 29th December 2007
    No more missions, as my memory stick somehow wiped itself, and like a
    idiot I didn't have a backup on my PC. Anyway, in this update I added
    a few sites that are allowed to host this FAQ, added a few reader comments
    and made some spelling corrections. Maybe more missions in the next
    week or two.

    1.00 - 20th December 2007
    Finished the first 5 missions. I am now focusing on the seperate spells
    guide more. I may get some more missions added before the New Year.
    Submitted the guide to Gamefaqs.

    0.50 - 18th December 2007
    Finished Background Information. Started on the Mission Walkthroughs
    Section. Also, considering the length of this Guide (3000+ lines), I have
    decided to create a seperate guide for Spells and Powers.

    0.25 - 11th December 2007
    Started Background Information Section.

B2.    About Me
===============

    My name is Rob McDermott, and this is my first walkthrough/Game Guide.
    No-one has submitted anything yet, so I thought I would give it a go.  I
    am a pen and paper Dungeons and Dragons player primarily, so there may be
    some references to that in this guide, although I will try to keep them
    to a minimum.  Any constructive critisms are accepted, as well as any
    tips of your own that you have.

    Send them to me at [email protected].  Any e-mails with poor
    grammar or that are hard to understand I will likely not read,
    or send back to you with a request to re-word or make readable.
    This way information that is in this Guide will be clear.

    Also, if any of you have any stats on the monsters that I can add,
    such as HP, AC number of attacks, I would appreciate it. If you want to
    send me details on shop lists, please send them to me complete for
    each shop, so I can keep things organised at my end.

    B2.1. Copyright and Thanks
    --------------------------

    The work in this guide is Copyright Rob McDermott 2007. All of the
    D and D content is Open License.  For a copy of the Open License, go to
    www.wizards.com/dnd

    The latest version of this FAQ can be found at www.gamefaqs.com

    The only other sites that are allowed to host this FAQ are:

    www.cheatcc.com
    www.neoseeker.com
    www.supercheats.com

    If you wish to host this FAQ, e-mail me and I will, in all likelyhood
    agree, and I will add you to this list. If you see this FAQ on a site
    that is not on this list, please send me the details. I will try to
    update this FAQ twice a month until it is finished, so sites may have the
    old FAQ before the new one is out.

    Note: The rapidness of the updates may be slower, as I have had to redo
    several things on my PSP. As such, I will complete all the shop info for
    all the areas unlocked after the first three missions, before moving on to
    completing the guide. Each update after the first six shops and item
    stuff is complete will feature a single mission, plus all the shops and
    items opened up after completing it. Hopefully this will lead to a more
    complete looking guide for each mission. :)

    Also thanks to the following people for their contributions:

    Darren K. - Class and Race opinions
    Jason Collins - Grammar corrections and ability score correction
    cbbankz - Gamefaqs forum member for his "Game Freezing" work around
    seregaur - Gamefaqs forum member for his level cheat

    All contributions to the guide have been helpful in some way.

B3.    About the Game
======================

    Dungeons and Dragons was created in the late seventies by Gary Gygax,
    based upon "sand-table" style games used in the military to teach soldiers
    the basics of strategy.  Gygax took this and married the concept to the
    beings that Tolkien had created in Lord of The Rings.  Gygax was part of
    the process until the mid-eighties, when he left due to artisic
    differences.  Over the years, the Core Rules of Dungeons and Dragons has
    been revewed and updated, until in 2004, the 3.5 Edition Rules were
    released.

    These rules are the ones that the PSP Game, Dungeons and Dragons Tactics
    uses, are are explained in part later in the Guide.

    The story of Tactics, is that you (the Player) are trying to prevent the
    destruction of the local cities, predicted by a witch.  More of the story
    is discovered as the game progresses.


B3.1.  Glossary
===============

    During the course of this guide, I will use several terms to describe
    various objects/concepts in the game. Most of these are below, with
    what their meaning is (if any) next to them.

    1. Character Class Abbreviations
          Brb  - Barbarian
          Brd  - Bard
          Clr  - Cleric
          Dru  - Druid
          Ftr  - Fighter
          Mnk  - Monk
          Pal  - Paladin
          Psi  - Psion
          Psw  - Psychic Warrior
          Rgr  - Ranger
          Rog  - Rogue
          Sor  - Sorceror
          Wiz  - Wizard

    2. Attribute/Skill Abbreviations
          Str  - Strength
          Dex  - Dexterity
          Con  - Constitution
          Int  - Intelligence
          Wis  - Wisdom
          Cha  - Charisma
          HD   - Hit Dice (The die used to generate hit points)
          HP   - Hit Points (Physical damage your character can take)
          AC   - Armor Class (How difficult you are to hit)
          Init - Initative (Added to a D20 roll, to determine when you act)
          BAB  - Base Attack Bonus (Ability to hit a target)
          Fort - Fortitude Save (a roll made to resist posions)
          Ref  - Reflex Save  (a roll made to avoid traps and spells)
          Will - Will Save (a roll made to resist the effects of spells)
          PP   - Power Points.(Used by Psychic  characters to manifest Powers)
          SR   - Spell Resistance (AC against spells)
          PR   - Power Resistance (AC against powers)
          XP   - Experience Points
          DC   - Difficulty Class.  The difficulty rating of a task.  Opening
                 locks has a DC of 20+


B3.2.  Controls
===============

Menu Controls

       D-Pad Up/Down - Scroll through menus
       D-Pad Left - Collapse menus
       D-Pad Right - Expand Menus
       X Button - Confirm Selection
       O Button - Cancel Selection
       Triangle Button - Help/Information

Adventure Controls

       D-Pad - Moves Cursor around Map.  With a character selected, it shows
               the movement path of the character
       Analogue Stick - Controls the camera
       Start Button - Pause Game
       Select Button - Camera Zoom Controls
       X Button - Confirm/Select object
       O Button - Cancel
       Triangele - Help/Information
       L/R Buttons - Scroll between characters

B4.    Character Basics
=======================

    The first step in playing the game is to create a party of 6
    characters to take through the story.  I will list the features of each
    race, class, skill, feat, spell and power here.  I will then go through
    the process of Character Generation in BVII.

B4.1. Races
===========

    There are seven playable races in Tactics.  The choices here will affect
    your character overall.


B4.1.1. Dwarf
-------------

    Game Statistics:

         Stat Adjustmment:  +2 Con, -2 Cha
         Medium Size
         Base speed: 20ft (4 Squares)
         Darkvision 60ft (15 Squares)
         Stonecunning: +2 on Search checks to notice unusual stonework
         Familiar with Dwarven Waraxe and Dwarven Ugrosh
         +2 on saves vs. spells and spell abilities
         +1 to attack goblinoids and orcs
         +4 dodge AC bonus vs. Giants
         +4 to resist Bull Rushes
         Favoured Class: Fighter

    Dwarves are a short, stocky race, known for their skill at mining and
    metal craft, which they hone in their mountain homes.  They have a bonus
    to their Con, which grants +1 hp per level.  They have a slower speed than
    other Medium size creatures, however, they always move at 20ft, regardless
    of what armor or load they are carrying.  Having darkvision, they are able
    to use both a shield and weapon without worrying about penalties for
    fighting in the dark, whereas other races need to carry a torch or have
    the light spell cast on them.  The additional attack bonus against orcs
    and goblinoids is great at the early levels, but it's usefullness tapers
    off when your BAB rises above 6.  At the time of writing this Guide, I
    have yet to encounter a Giant, so I am not sure on the usefulness of that
    dodge bonus.  The +2 to saves vs. spells is very useful, as the majority
    of saves that you need to make in this game are from spells being directed
    at you.  None of the monsters seem to realise that the Bull Rush option is
    there for use, which limits the effectiveness of this bonus.

B4.1.2.  Elf
------------

    Game Statistics:

         Stat Adjustments: +2 Dex, -2 Con
         Medium Size
         Base Speed: 30ft (6 Sqaures)
         Low Light vision:  Doubles the distance that can be seen in low-light
                            conditions (such as torchlight)
         Immunity to Sleep spells
         +2 to saves vs. Enchantment spells
         Proficient with: Longsword, Rapier, Longbow, Shortbow
         +2 to Listen, Search, Spot
         Favoured Class: Wizard

    Elves are commonly found residing in tree-top citadels, practising arts,
    such as poetry.  The dex bonus is offset somewhat by the penalty to con.
    Essentially, you are gaining +1 Armour and losing 1 Hp per level.  The
    immunity to sleep is rarely useful, as the few spellcasters in the game
    seem to resort to damage-dealing spells as opposed to enchantments.  The
    bonus to Spot, Listen and Search is overlooked, as it does provide a
    chance that you can act first in surprise rounds.  Definately play this
    race as a wizard, as the stat bonus provides a few spare points that you
    can dump into Int.

    Some advice from Darren K.
    **************************

    Elves: Elven wizards are tempting, but a wizard can not afford a penalty
    to Con.  With d4 hit dice, you *must* have at least +1 hp/level from con
    to survive.  With an 8 con, you're getting 1-3 hp per level.  At level
    10, that's a *max* of 30 hp.  One AoE spell, and you're down. See Gnome.

    My Reply: I think this is more geared towards Pen and Paper, if you are
    careful with the location of the wizard in the party, he rarely gets hit.
    If you give him any of the Summon Monster spells, all the enemies seem to
    gather their focus on it. But like I said, it's your party, :).

B4.1.3.  Gnome
--------------

    Game Statistics:

         Stat Adjustments: +2 Con, -2 Str
         Small Size
         Base Speed: 20ft (4 Squares)
         Low Light Vision: Doubles the distance that can be seen in low-light
                           conditions (such as torchlight)
         Familiar with Gnome Hooked Hammer
         +1 to Attack vs. Kobolds and Goblinoids
         +4 dodge bonus to Armor vs. Giants
         +2 to Listen
         Favoured Class: Bard

    Gnomes are almost as inquisutive as humans, and have a knack for invention
    and alchemy.  As small creatures, they have a double whamy of penalties to
    them from their str penalty, as small creatures can only carry 3/4 that of
    medium creatures.  The con bonus is useful, though few of the Gnomes other
    abilities are.  See the dwarf entry for opinions on Familiarity etc.

    Advice from Darren K.
    *********************

    Gnomes: Gnomes are the ultimate caster race.  Casters couldn't care less
    about strength.  +2 con means you can get a 14 or 16 con for cheap,
    which turns 1d4 hp in to 1d4+3 (2.5 average vs 5.5 average).  Plus,
    gnomes are small, so they get +1 to hit and +1 to ac, which offsets
    the poor bab and no armor restrictions a bit.  They can't carry much
    with a 6 str and 3/4 carrying, but all they need are a torch or a wand, so
    who cares?

    My Reply: Again, this is another power/personal choice. Due to the way I
    use my sorcerer, a higher strength is what I needed. Again, your party
    your choice.

B4.1.4.  Halfling
-----------------

    Game Statistics:

         Stat Adjustments: +2 Dex, -2 Str
         Small Size
         Base Speed: 20ft (4 Squares)
         +2 to Move Silently and Listen
         +1 bonus on all saving throws
         +2 bonus on saving throws vs. fear
         +1 to attack rolls when using slings and thrown weapons
         Favoured Class: Rogue

    Halflings are a curious race, which often gets them into all sorts of
    trouble.  In game terms, they make excellent rogues, due to the bonuses to
    Dex and Move Silently.  They are small creatures, which limits their load
    carrying ability, but gives them a bonus to attack.  The bonuses to fear
    are excellent, as many foes use fear spells later into the game.  The
    halflings base save vs. fear is +3, due to the bonus they receive on all
    saving throws.

B4.1.5.  Half-Elf
-----------------

    Game Statistics:

         Medium Size
         Base Speed: 30ft (6 Squares)
         +1 on Search, Spot and Listen
         Immune to sleep spells and effects, +2 on saves vs. Enchantments
         Low Light Vision: Doubles the distance that can be seen in low-light
                           conditions (such as torchlight)
         Elven Blood: for all effects related to race,
                      the character is considered an elf
         Favoured Class: Any

    Half-Elves are the offspring of a union between a elf and human, and seem
    to combine the best aspects of both races.  They have few advantages over
    either full blooded race, as they have no stat adjustments, or much in
    the way of extra skills.  They have an immunity to sleep,  which can be
    useful.

    Advice from Darren K.
    *********************

    Half-elves: There is *no* reason to play a half-elf.  There is no
    multiclassing, so Half-Elves are just humans with less skills and no bonus
    feat.

    My Reply: I quite agree with this, in Pen and Paper, they have a few more
    advantages, but not enough to make it worthwhile on Tactics.

B4.1.6.  Half-Orc
-----------------

    Game Statistics:

         Stat Adjustment: +2 Str, -2 Int, -2 Cha
         Medium Size
         Base Speed: 30ft (6 squares)
         Darkvision: can see in the dark up to 60 feet away
         Orc Blood: for all effects related to race, the character
                    is considered an orc
         Favoured Class: Barbarian

    Half-orcs are commonly from frontier regions, where peaceful orc tribes
    mingle with human settlers.  The half-orc is an incredible choice for any
    melee role, and also as a scout, as they can see in dark places without
    use of a torch.  The only real penalty the Half-Orc has to deal with is
    the -2 Int, as Charisma appears to be little used in the game.

B4.1.7.  Human
--------------

    Game Statistics:

         Medium Size
         Base Speed: 30ft (6 squares)
         1 extra feat at first level
         4 extra skill points at first level
         1 extra skill point per level after 1st level
         Favoured Class: Any

    Humans can excel at any task they set themselves to.  The extra feat at
    first level can add more power to your character depending on the class
    that you have chosen.  The extra skill points should go into one of the
    knowledge skills, as these can reveal the HP of related monsters.  See
    Skills Section for more info.

B4.2.  Ability Scores
=====================

    Some might say that this is an unusual place to put the ability score
    generation chart/guide.  I put it here as this is the point in generation
    of a character that you get to assign ability scores.  I will draw up a
    table listing the bonuses for having a high score.  I will then have a
    table listing the costs for individual scores.

    +-------+-----+-----------------------------------+
    | Score | Mod |          Bonus Spells             |
    |       |     | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
    +-------+-----+---+---+---+---+---+---+---+---+---+
    |  1    | -5  | Can't cast Spells with this score |
    | 2-3   | -4  | Can't cast Spells with this score |
    | 4-5   | -3  | Can't cast Spells with this score |
    | 6-7   | -2  | Can't cast Spells with this score |
    | 8-9   | -1  | Can't cast Spells with this score |
    | 10-11 |  0  |   |   |   |   |   |   |   |   |   |
    | 12-13 | +1  | 1 |   |   |   |   |   |   |   |   |
    | 14-15 | +2  | 1 | 1 |   |   |   |   |   |   |   |
    | 16-17 | +3  | 1 | 1 | 1 |   |   |   |   |   |   |
    | 18-19 | +4  | 1 | 1 | 1 | 1 |   |   |   |   |   |
    | 20-21 | +5  | 2 | 1 | 1 | 1 | 1 |   |   |   |   |
    | 22-23 | +6  | 2 | 2 | 1 | 1 | 1 | 1 |   |   |   |
    | 24-25 | +7  | 2 | 2 | 2 | 1 | 1 | 1 | 1 |   |   |
    | 26-27 | +8  | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |   |
    | 28-29 | +9  | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
    | 30-31 | +10 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
    +-------+-----+---+---+---+---+---+---+---+---+---+


    Now, what all that stuff in the table means.  The score part is the
    number you assigned a ability score at generation.  The mod part is the
    number that is added to various checks and skills.  For example, a 14 in
    Str gives a bonus of 2 to all attack rolls and damage rolls.  I will list
    the skills and checks that are affected by a stat in that stat's section
    below.  The bonus spells part of the table is a number that you add to
    your characters spells per day when that character can cast spells of that
    level.  i.e, a level 5 Cleric with a 18 in Wisdom gets a bonus spell in
    of levels 1,2 and 3, but cannot use the bonus 4th level spell as the
    character isn't of a high enough level to cast that level spell.

    Now, Tactics uses the point system to generate ability scores.  Below is
    a table listing those costs.  A new character starts of with 25 points.

    +----------------------------+
    | Score | Cost | Score| Cost |
    +-------+------+------+------+
    |   9   |   1  |  14  |   6  |
    |  10   |   2  |  15  |   8  |
    |  11   |   3  |  16  |  10  |
    |  12   |   4  |  17  |  13  |
    |  13   |   5  |  18  |  16  |
    +-------+------+------+------+

    Now, for my recommendations.  During the course of the game, you can
    expect to reach a maximum of 20th level.  As you gain a +1 stat point
    every 4th level, you gain a bonus 5 points.  So, I suggest that you put
    either a 15 in your classes primary ability, then a 14 in Con, which will
    give you a +2 hp per level bonus.  You should then spend the rest of the
    points as you see fit.  In the class descriptions I have listed the
    primary, secondary and possibly tertiary ablilies for that class.  Any
    race that has a bonus to a score means that you pay the point cost for
    the score 2 points lower.  I.e, an Elf has a Dex bonus of +2, which means
    a score of 16 costs 6 points not 10.  The inverse is true for a penalty.
    The same Elf has a -2 penalty to Con, which means that a score of 16 costs
    16 points, not 10 points.

B4.3.  Classes
==============

    Below are the comparison tables for the 3 BAB progressions, and the
    good/poor saving throw comparisons.

    +-------+-----------------------------------+-----------------+
    | Level |         Base Attack Bonus         |  Saving Throws  |
    |       |      Good     |  Average  | Poor  |  Good  |  Poor  |
    +-------+---------------+-----------+-------+--------+--------+
    |    1  |            +1 |        +0 |    +0 |     +2 |     +0 |
    |    2  |            +2 |        +1 |    +1 |     +3 |     +0 |
    |    3  |            +3 |        +2 |    +1 |     +3 |     +1 |
    |    4  |            +4 |        +3 |    +2 |     +4 |     +1 |
    |    5  |            +5 |        +3 |    +2 |     +4 |     +1 |
    |    6  |         +6/+1 |        +4 |    +3 |     +5 |     +2 |
    |    7  |         +7/+2 |        +5 |    +3 |     +5 |     +2 |
    |    8  |         +8/+3 |     +6/+1 |    +4 |     +6 |     +2 |
    |    9  |         +9/+4 |     +6/+1 |    +4 |     +6 |     +3 |
    |   10  |        +10/+5 |     +7/+2 |    +5 |     +7 |     +3 |
    |   11  |     +11/+6/+1 |     +8/+3 |    +5 |     +7 |     +3 |
    |   12  |     +12/+7/+2 |     +9/+4 | +6/+1 |     +8 |     +4 |
    |   13  |     +13/+8/+3 |     +9/+4 | +6/+1 |     +8 |     +4 |
    |   14  |     +14/+9/+4 |    +10/+5 | +7/+2 |     +9 |     +4 |
    |   15  |    +15/+10/+5 | +11/+6/+1 | +7/+2 |     +9 |     +5 |
    |   16  | +16/+11/+6/+1 | +12/+7/+2 | +8/+3 |    +10 |     +5 |
    |   17  | +17/+12/+7/+2 | +12/+7/+2 | +8/+3 |    +10 |     +5 |
    |   18  | +18/+13/+8/+3 | +13/+8/+3 | +9/+4 |    +11 |     +6 |
    |   19  | +19/+14/+9/+4 | +14/+9/+4 | +9/+4 |    +11 |     +6 |
    |   20  |+20/+15/+10/+5 |+15/+10/+5 |+10/+5 |    +12 |     +6 |
    +-------+---------------+-----------+-------+--------+--------+

    For the BAB progression, these numbers are added to Str (for Melee), Dex
    (for Ranged), then any weapon focus, then any magical attack bonus that
    weapon has. For every 6 points of BAB, the character gains an extra attack
    used by selecting "Full Attack" in the attack menu. For example, Bob the
    fighter has 16 Str, a Magical longsword which grants +2 attack, has focus
    in Heavy Swords, and is level 10.

    His base attack is 10 + 3 (Str) + 1 (Focus) + 2 (Magical Sword) = 16

    Because his base attack is higher than 6, he gets one extra attack when
    he makes a full attack, so he has +16/+11 for his attack bonus. Remember,
    that only 6 points in BAB grants extra attacks, you don't get extra
    attacks from having high skills/stats. Also, below, is the total number of
    Experience points that you need to reach each level.

    +-------+-----------+-------+-----------+
    | Level | XP Needed | Level | XP Needed |
    +-------+-----------+-------+-----------+
    |   1   |      1000 |   11  |     66000 |
    |   2   |      3000 |   12  |     78000 |
    |   3   |      6000 |   13  |     91000 |
    |   4   |     10000 |   14  |    105000 |
    |   5   |     15000 |   15  |    120000 |
    |   6   |     21000 |   16  |    136000 |
    |   7   |     28000 |   17  |    153000 |
    |   8   |     36000 |   18  |    171000 |
    |   9   |     45000 |   19  |    190000 |
    |  10   |     55000 |   20  |    210000 |
    +-------+-----------+-------+-----------+

B4.3.1.    Barbarian
--------------------

    Vital Statistics
    ****************

           HD: D12 (1-12 Hp per level)
           BAB: Good
           Fort: Good
           Ref: Poor
           Will: Poor
           Primary Score: Str.  To inflict more damage.
           Secondary: Con.  More Hp means the Barbarian will last longer in
                      combat.
           Tertiary: Wis.  This helps with the Barbarians low Will saves.
           Class Skills: Intimidate, Listen, Survival
           Base Skill Points: 4 per level

    Skills gained at 1st level
    **************************

           Weapon Skills:  All Simple and Martial weapons
           Armor Skills: All Light Armor, Medium armor and shields
           Fast movement: +10ft to speed (2 squares)
           Rage: Once per day at first level, and more uses are gained at
                 4th, 8th, 12th, 16th and 20th levels, rage allows a
                 Barbarian to temporarily increase his strength at the
                 expense of defense.  He gains +4 to Str and Con, and +2 to
                 Will saves, but takes a -2 penalty to Armour.  The rage lasts
                 3 rounds, + 1 for every point of (modified) Con bonus.  Once
                 the rage ends, the character is fatigued. The rage pretty
                 much gives you +2 damage, +2 Hp per level from the bonuses.
                 Given that this class is desgnined around melee, more Hp is
                 good.

    Skills gained later
    *******************

           Uncanny Dodge: You retain your Dex bonus to Armor class, even when
                          flat-footed or attacked by an invisible character.
                          Gained at 2nd Level.
           Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1
                       Armour bonus to avoid being hit by traps.  This bonus
                       increases by +1 at levels 6th, 9th, 12th, 15th ,18th.
                       Gained at 3rd Level.
           Improved Uncanny Dodge: You can no longer be flanked.  This also
                                   means that Rogues can no longer Sneak
                                   Attack you.
                                   Gained at 5th Level.
           Damage Reduction: You ignore 1 point of physical damage dealt to
                             you by a weapon (anything not a spell).  This
                             increases by one at 10th, 13th, 16th and 19th
                             levels.
                             Gained at 7th Level.
           Greater Rage: The bonus to your Str and Con increase to +6, and the
                         bonus to Will saves increases to +3. The penalty to
                         Armour remains at -2, and you are still fatigued at
                         the end of the rage.
                         Gained at 11th Level.
           Indomitable Will: Whilst in rage, you gain a +4 bonus to Will
                             saves vs. Enchantments.
                             Gained at 14th Level.
           Tireless Rage: You are no longer fatigued at the end of Rage.
                          Gained at 17th Level.
           Mighty Rage: The bonuses to Str and Con increase to +8, and the
                        bonus to Will saves increases to +4.  The -2 penalty
                        to Armour remains.
                        Gained at 20th Level.

           My thoughts: This is an excellent class to use as a melee fighter.
                        Equipped with a 2-handed weapon, he can dish out the
                        damage to opponents, whilst being able to recieve a
                        heap of damage to himself.  The rage ability boosts
                        his damage output, which makes him virtually
                        unstoppable.  The downside to this melee prowess is
                        that he can be highly susceptable to spells, so if
                        you see a spellcaster, close as quickly as you can.

B4.3.2     Bard
---------------

    Vital Statistics
    ****************

           HD: D6 (1-6 Hp per level)
           BAB: Average
           Fort Save: Poor
           Ref Save: Good
           Will Save: Good
           Primary Score: Cha. A Cha of 10+ is needed to cast spells
           Secondary Score: Dex.  As a bard is lightly armored, a high Dex
                            adds to his AC.
           Tertiary Score: Int.  This increases his skill points, and the
                           total score of 6 of his skills.
           Class Skills: Bluff, Concentration, Escape Artist, Hide,
                        Knowledge(Arcane), Knowledge(Dungeoneering),
                        Knowledge(Nature), Knowledge(Religion),
                        Knowledge(The Planes), Listen, Move Silently, Perform,
                        Sense Motive, Spellcraft, Tumble, Use Magic Device.
           Base Skill points per level: 6

    Skills gained at 1st level
    **************************

           Weapon Skills:  All Simple Weapons, plus Longsword, Rapier, Short
                           Sword, Shortbow.
           Armor Skills:   All Simple Armor, All Shields (except Tower)
           Bard Spells:  Starting at 1st level, the bard can cast a small
                        number of Arcane spells.  He needs a minimum Cha score
                        of 10 + the spells level. The DC of saves against his
                        spells is 10 + Spell Level + Cha Mod.  See the table
                        for spell progression. Bards cast their spells on the
                        fly.
           Bardic Music:  The bard can play music, giving stat boosts to his
                         companions.  The companions need to be within 30ft
                         (6 squares) in order to recieve the benifits.

    Bard Spells Table
    *****************

    +----------------------------------+---------------------------+
    |Bard  |      Spells per Day       |        Spells Known       |
    |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
    +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
    |   1  | 4 |   |   |   |   |   |   | 2 |   |   |   |   |   |   |
    |   2  | 5 | 2*|   |   |   |   |   | 3 | 0 |   |   |   |   |   |
    |   3  | 6 | 3 |   |   |   |   |   | 3 | 1 |   |   |   |   |   |
    |   4  | 6 | 3 | 2*|   |   |   |   | 3 | 2 | 0 |   |   |   |   |
    |   5  | 6 | 4 | 3 |   |   |   |   | 3 | 3 | 1 |   |   |   |   |
    |   6  | 6 | 4 | 3 |   |   |   |   | 3 | 3 | 2 |   |   |   |   |
    |   7  | 6 | 4 | 4 | 2*|   |   |   | 3 | 3 | 2 | 0 |   |   |   |
    |   8  | 6 | 4 | 4 | 3 |   |   |   | 3 | 3 | 3 | 1 |   |   |   |
    |   9  | 6 | 4 | 4 | 3 |   |   |   | 3 | 3 | 3 | 2 |   |   |   |
    |  10  | 6 | 4 | 4 | 4 | 2*|   |   | 3 | 3 | 3 | 2 | 0 |   |   |
    |  11  | 6 | 4 | 4 | 4 | 3 |   |   | 3 | 3 | 3 | 3 | 1 |   |   |
    |  12  | 6 | 4 | 4 | 4 | 3 |   |   | 3 | 3 | 3 | 3 | 2 |   |   |
    |  13  | 6 | 4 | 4 | 4 | 4 | 2*|   | 3 | 3 | 3 | 3 | 2 | 0 |   |
    |  14  | 6 | 4 | 4 | 4 | 4 | 3 |   | 4 | 3 | 3 | 3 | 3 | 1 |   |
    |  15  | 6 | 4 | 4 | 4 | 4 | 3 |   | 4 | 4 | 3 | 3 | 3 | 2 |   |
    |  16  | 6 | 5 | 4 | 4 | 4 | 4 | 2*| 4 | 4 | 4 | 3 | 3 | 2 | 0 |
    |  17  | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 1 |
    |  18  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
    |  19  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
    |  20  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
    +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+

    The *'ed entries on the Known part of the table means that the Bard needs
    to have a Cha score high enough to gain a bonus spell of that level.  See
    Ability Table earlier in this Guide.

    The spells that the Bard can choose from are further in the Guide.

           My thoughts:  The bard is a useful class, however, it is not
                        one I play regulary.  Most of the spells can be cast
                        by the other classes, often sooner.  The one thing
                        that the Bard has is Bardic Music, which is useful at
                        low levels as characters have little chance to hit the
                        target.


B4.3.3.    Cleric
-----------------

    Vital Statistics
    ****************

          HD: D8 (1-8 Hp per level)
          BAB: Average
          Fort: Good
          Ref: Poor
          Will: Good
          Primary Score:  Wis. A Wis of 10+ is needed to cast spells.
          Secondary Score: Cha. This helps with Turn Undead.
          Class Skills: Concentration, Heal, Knowledge(Arcane),
                        Knowledge(Religion), Knowledge(The Planes) and
                        Spellcraft.
          Base Skill Points per level: 2

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple Weapons, plus Deitie's favoured weapon.
          Armor Skills: All types of Armor, plus All Shields (not Tower).
          Spells:  Starting at 1st level, Clerics can cast a number of Divine
                  spells.  He needs a Wis score of at least 10 + Spell Level
                  to be able to cast spells.  The DC of his spells is 10 +
                  Spell Level + Wis mod. Clerics need to prepare their spells
                  in advance. See table for spell progresssion.
          Domains: A Cleric gains the special abilities of their deities
                   Domains.
          Spotaneous Casting:  A cleric can expend any spell to cast a
                              Curing spell (if good) or a Inflict spell (if
                              evil).
          Turn Undead:  A cleric can force Undead to flee in fear, by Turning
                       Undead.  A good Cleric can sometimes destroy undead,
                       while a Evil Cleric can sometimes control Undead. A
                       score of 5 ranks in Knowledge(Religion) grants a +2 to
                       any Turning Check. A Cleric can do this a number of
                       times per day, equal to 3 + his Cha Mod.

    Cleric Spells Table
    *******************

    +-------+---------------------------------------+
    |Cleric |           Spells Per Day              |
    |Level  | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
    +-------+---+---+---+---+---+---+---+---+---+---+
    |    1  | 3 | 1 |   |   |   |   |   |   |   |   |
    |    2  | 4 | 2 |   |   |   |   |   |   |   |   |
    |    3  | 4 | 2 | 1 |   |   |   |   |   |   |   |
    |    4  | 5 | 3 | 2 |   |   |   |   |   |   |   |
    |    5  | 5 | 3 | 2 | 1 |   |   |   |   |   |   |
    |    6  | 5 | 3 | 3 | 2 |   |   |   |   |   |   |
    |    7  | 6 | 4 | 3 | 2 | 1 |   |   |   |   |   |
    |    8  | 6 | 4 | 3 | 3 | 2 |   |   |   |   |   |
    |    9  | 6 | 4 | 4 | 3 | 2 | 1 |   |   |   |   |
    |   10  | 6 | 4 | 4 | 3 | 3 | 2 |   |   |   |   |
    |   11  | 6 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |   |
    |   12  | 6 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |   |
    |   13  | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |
    |   14  | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |
    |   15  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |
    |   16  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |
    |   17  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
    |   18  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
    |   19  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
    |   20  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
    +-------+---+---+---+---+---+---+---+---+---+---+

    Clerics also get a single bonus spell per spell level, which is called a
    Domain spell.  I do'not think that this has been fully inplemented, so you
    instead simply get a extra spell per spell level, excluding 0.

          My thoughts: Always bring a Cleric along with you, preferably good
                      aligned, so you always have the ability to cure many
                      Hp to a ally.  Also, they get lots of "curse" and "buff"
                      spells, such as Doom, Bestow Curse, Bulls Str.  When
                      they reach 9th level, they start to get a few damaging
                      spells, such as Flame Strike.  Simply due to their
                      buff spells, I bring 2 Clerics, so I can prepare enough
                      to enhance all 6 party members. A new note: give your
                      Clerics the Still Spell Feat if you are going to use
                      them as melee characters, as you can equip shields
                      without sacrificing their spell casting ability. Also,
                      as this doesn't appear to increase the casting time or
                      the level of the spell, metamagic feats have become
                      very tempting to have!

B4.3.4.    Druid
----------------

    Vital Statistics
    ****************

          HD: D8 (1-8 Hp per level)
          BAB: Average
          Fort: Good
          Ref: Poor
          Will: Good
          Primary Score: Wis.  A Wis of 10+ is needed to cast Druid spells
          Secondary Score: Dex.  As Druids can only wear non-metal armor,
                          a high Dex is needed to boost their AC.
          Class Skills:  Concentration, Heal, Knowledge(Nature), Listen,
                        Spellcraft, Spot and Survival
          Base Skill Points per level: 4

    Skills gained at 1st level
    **************************

          Weapons Skills: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle,
                          Shortspear, Sling and Spear.
          Armor Skills: Can use non-metallic Light and Medium Armor.  These
                       are; Padded, Leather, Studded Leather and Hide.
          Animal Companion: Druids gain a Dog/Wolf at 1st level that acts as
                           an extra character.  The Dog/Wolf also improves as
                           the Druid levels up.
          Spells:  Starting at 1st level, Druids can cast a number of Divine
                  spells.  He needs a Wis score of at least 10 + Spell Level
                  to be able to cast spells.  The DC of his spells is 10 +
                  Spell Level + Wis mod.  See table for spell progresssion.
                  Druid's need to prepare their spells in advance.

    Skills gained later
    *******************

          Venom Immunity:  At 9th Level, the Druid becomes immune to all
                          poisons.



    Druid Spells Table
    ******************

    +-------+---------------------------------------+
    |Druid  |           Spells Per Day              |
    |Level  | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
    +-------+---+---+---+---+---+---+---+---+---+---+
    |    1  | 3 | 1 |   |   |   |   |   |   |   |   |
    |    2  | 4 | 2 |   |   |   |   |   |   |   |   |
    |    3  | 4 | 2 | 1 |   |   |   |   |   |   |   |
    |    4  | 5 | 3 | 2 |   |   |   |   |   |   |   |
    |    5  | 5 | 3 | 2 | 1 |   |   |   |   |   |   |
    |    6  | 5 | 3 | 3 | 2 |   |   |   |   |   |   |
    |    7  | 6 | 4 | 3 | 2 | 1 |   |   |   |   |   |
    |    8  | 6 | 4 | 3 | 3 | 2 |   |   |   |   |   |
    |    9  | 6 | 4 | 4 | 3 | 2 | 1 |   |   |   |   |
    |   10  | 6 | 4 | 4 | 3 | 3 | 2 |   |   |   |   |
    |   11  | 6 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |   |
    |   12  | 6 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |   |
    |   13  | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |
    |   14  | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |
    |   15  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |
    |   16  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |
    |   17  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
    |   18  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
    |   19  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
    |   20  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
    +-------+---+---+---+---+---+---+---+---+---+---+

          My thoughts:  The Druid is normally a excellent class.  Notice that
                       I said NORMALLY.  For some reason, the developers have
                       not added in the Druid's key ability, Wild Shape.  This
                       skill allowed the Druid to change form into an animal,
                       gaining all the stats of the animal, as well as it's
                       attacks.  Due to this I have yet to start play as one
                       so any feedback about this class will be gratefully
                       recieved.

B4.3.5.    Fighter
------------------

    Vital Statistics
    ****************

          HD: D10 (1-10 Hp per level)
          BAB: Good
          Fort: Good
          Ref: Poor
          Will: Poor
          Primary Score: Str.  More Str = more damage
          Secondary Score: Con. As this character is frequently in melee, he
                           needs a high Hp level in order to survive.
          Class Skill: Intimidate
          Base Skill Points per level: 2

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple and All Martial Weapons
          Armor Skills: All Armors, plus All Shields (Except Tower)
          Bonus Feat: Choose a combat feat that you meet the requirements for.

    Skills gained later
    *******************

          Bonus Feat: Every 2nd level (2,4,6,8,etc,) choose an extra combat
                      feat that you meet the requirements for.

          My thoughts: While the fighter doesn't get as many abilities as
                       the other classes, the sheer number of feats he gets
                       allows him to be very versatile.  He also gets access
                       to 3 feats that no other class gets, Weapon Spec,
                       Greater Weapon Focus and Greater Weapon Spec.  These
                       feats add to his damage total and to his ability to hit
                       the target.  See the feats section for more. I would
                       recommend taking at least one fighter in a party, or a
                       similar class (Barbarian, Paladin, Ranger)

B4.3.6.    Monk
---------------

    Vital Statistics
    ****************

          HD: D8 (1-8 Hp per level)
          BAB: Average
          Fort: Good
          Ref: Good
          Will: Good
          Primary Score: Wis.  Wis adds AC, as well as increasing the DC of
                         many of the monks skills.
          Secondary Score: Dex.  Adds to AC, which is important as the monk
                           doesn't wear any armor.
          Tertiary Score: Str.  As the monk is primarily a melee class, str
                          adds to the overall damage the character can do.
          Class Skills: Concentration, Escape Artist, Hide, Knowledge(Arcane)
                        Knowledge(Religion), Move Silently, Perform, Sense
                        Motive, Spot and Tumble.
          Base Skill Points per level:  4

    Skills gained at 1st level
    **************************

          Weapon Skills: Club, Crossbow, Dagger, Handaxe, Javelin, Kama,
                         Nunchaku, Quarterstaff, Sai, Shuriken, Siangham,
                         and Sling.
          Armor Skills: None. Monks use both their Dex and Wis to generate
                        their AC.
          Stunning Fist: As per the feat
          Flurry of Blows: Using either unarmed strikes or monk weapons, the
                           monk can make extra attacks at the expense of
                           accuracy.  Refer to the table.
          Monk Damage: A monk deals 1D6 damage with a unarmed strike, instead
                       of 1D3. This damage improves as the monk increases in
                       level. See the table, as small monks do less damage.

    Skills gained later
    *******************

          Combat Reflexes: As per the feat.  Gained at 2nd level
          Evasion: On a sucessful Reflex, if the spell/trap would normally do
                   half damage, a monk takes no damage.  e.g, a Fireball spell
                   goes of, doing 28 points of damage.  If a monk succeeds on
                   the saving throw, he takes no damage, whereas another
                   character would take 14 points of damage.  Gained at 2nd
                   level.
          Improved Speed: Add 10ft (2 squares) to the monks speed. Gained
                          at 3rd level.
          Ki Strike 1: The monks unarmed attacks are considered magic weapons
                       for the purposes of overcoming damage reduction.
                       Gained at 4th level.
          Armour Bonus: +1 to AC. Gained at 5th level.
          Purity of Body: Gain immunity to all diseases. Gained at 5th level.
          Wholeness of Body: The monk can heal himself once per day, to a
                             total of twice his monk level (a 10th level
                             monk heals 20Hp).  Gained at 7th level.
          Improved Evasion: The monk now only takes half damage on a failed
                            Reflex save.
          Ki Strike 2: The monks unarmed attacks are considered lawful
                       weapons for the purposes of overcoming damage
                       reduction. Gained at 10th level.
          Armor Bonus: Get an additional +1 to AC. Gained at 10th level.
          Diamond Body: Get immunity to all poisons.  Gained at 11th level.
          Diamond Soul: Gain a spell resistance equal to 10 + monk level.
                        Gained at 13th level.
          Armor Bonus: Get an additional +1 to AC. Gained at 15th level.
          Quivering Palm: Once per day, you can launch an attack, which if
                          successful, instantly kills the target.  This attack
                          will not work on Oozes, Elementals, Undead, Plants,
                          Constructs or Incorporeal creatures. Gained at 15th
                          level.
          Ki Strike 3: The monks unarmed attacks are considered adamantine
                       weapons for the purposes of overcoming damage
                       reduction. Gained at 16th level.
          Armor Bonus: Get an additional +1 to AC. Gained at 20th level.
          Perfect Body: Gain Damage Reduction of 10/Magic, meaning that the
                        first 10 points of damage are ignored, unless the
                        source of the damage is a magic weapon or spell.
                        Gained at 20th level.

    Monks Unarmed Damage
    ********************

    +-------+--------+--------+
    | Monk  | Small  | Medium |
    | Level | Monk   | Monk   |
    |       | Damage | Damage |
    +-------+--------+--------+
    | 1-3   |  1D4   |  1D6   |
    | 4-7   |  1D6   |  1D8   |
    | 8-11  |  1D8   |  1D10  |
    | 12-15 |  1D10  |  2D6   |
    | 16-19 |  2D6   |  2D8   |
    |  20   |  2D8   |  2D10  |
    +-------+--------+--------+

    Monks Flurry Table
    ******************

    +-------+--------------------+
    | Monk  |       Flurry       |
    | Level |    Attack Bonus    |
    +-------+--------------------+
    |   1   |              -2/-2 |
    |   2   |              -1/-1 |
    |   3   |              +0/+0 |
    |   4   |              +1/+1 |
    |   5   |              +2/+2 |
    |   6   |              +3/+3 |
    |   7   |              +4/+4 |
    |   8   |           +5/+5/+0 |
    |   9   |           +6/+6/+1 |
    |  10   |           +7/+7/+2 |
    |  11   |        +8/+8/+8/+3 |
    |  12   |        +9/+9/+9/+4 |
    |  13   |        +9/+9/+9/+4 |
    |  14   |     +10/+10/+10/+5 |
    |  15   |  +11/+11/+11/+6/+1 |
    |  16   |  +12/+12/+12/+7/+2 |
    |  17   |  +12/+12/+12/+7/+2 |
    |  18   |  +13/+13/+13/+8/+3 |
    |  19   |  +14/+14/+14/+9/+4 |
    |  20   | +15/+15/+15/+10/+5 |
    +-------+--------------------+

          My thoughts: This is a good class to use, especially in the later
                       parts of the game, simply because Area Effect spells,
                       like Fireball, come into play more often, so having a
                       fast, spell resistant, evading monk is handy.  Just
                       point him at a Wizard, and watch as spells slip off the
                       Monk.  Take one along if you want something different.

B4.3.7.    Paladin
------------------

    Vital Statistics
    ****************

          HD: D10 (1-10 Hp per level)
          BAB: Good
          Fort: Good
          Ref: Poor
          Will: Poor
          Primary Score: Cha.  Most of the Paladins abilities use the Cha mod
                         to add to or multiply damages.
          Secondary Score: Wis. A Paladin gets a few spells, which require a
                           score of 10+ spell level.  As Paladins spells only
                           go to 4th level, try not to put more than a 14 here
          Tertiary Score: Str. The Paladin is primarily a melee warrior, as
                          his special attacks are added to melee attacks.
          Class Skills: Concentration, Heal, Knowledge(Religion) and Sense
                        Motive.
          Base Skill Points per level: 2

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple and All Martial Weapons.
          Armor Skills: All Armors, All Shields (except Tower)
          Smite Evil: Once per day, a Paladin can add their Cha mod to an
                      attack roll. If the attack hits, the Paladin deals an
                      extra 1 point of damage per Paladin level. E.g, a 5th
                      level Paladin with a Cha score of 14 adds +2 to his
                      attack roll when using Smite, and deals his normal
                      weapon damage +5.

    Skills gained later
    *******************

          Divine Grace: Add the Paladin's Cha mod to all saving throws.
                        Gained at 2nd level.
          Lay on Hands: The Paladin can heal damage dealt to itself or another
                        once per day.  The amount healed is equal to the
                        Paladin's level times Cha Bonus. Gained at 2nd level.
          Aura of Courage: The Paladin becomes immune to Fear effects. Any
                           Ally within 10ft (2 Squares) gains a +4 bonus to
                           saving throws vs fear. Gained at 3rd level.
          Divine Health: The Paladin becomes immune to all diseases. Gained
                         at 3rd level.
          Turn Undead: As the Cleric ability, though the Paladin is treated as
                       a Cleric of 3 levels lower.  Gained at 4th level.
          Spells: The Paladin learns to cast a small number of Divine spells
                  at level 4 and higher.  To cast a spell, the Paladin needs
                  a Wis score of at least 11 to cast level 1 spells.  The
                  highest level spell a Paladin gains is level 4. Refer to the
                  table below for the Paladin's spell progression. Paladin's
                  need to prepare their spells in advance.

    Paladin Spells Table
    ********************

    +---------+---------------+
    | Paladin |  Spell Level  |
    | Level   | 1 | 2 | 3 | 4 |
    +---------+---+---+---+---+
    |    1    |   |   |   |   |
    |    2    |   |   |   |   |
    |    3    |   |   |   |   |
    |    4    | 0*|   |   |   |
    |    5    | 0*|   |   |   |
    |    6    | 1 |   |   |   |
    |    7    | 1 |   |   |   |
    |    8    | 1 | 0*|   |   |
    |    9    | 1 | 0*|   |   |
    |   10    | 1 | 1 |   |   |
    |   11    | 1 | 1 | 0*|   |
    |   12    | 1 | 1 | 1 |   |
    |   13    | 1 | 1 | 1 |   |
    |   14    | 2 | 1 | 1 | 0*|
    |   15    | 2 | 1 | 1 | 1 |
    |   16    | 2 | 2 | 1 | 1 |
    |   17    | 2 | 2 | 2 | 1 |
    |   18    | 3 | 2 | 2 | 1 |
    |   19    | 3 | 3 | 3 | 2 |
    |   20    | 3 | 3 | 3 | 3 |
    +---------+---+---+---+---+

    *'ed entries indicate that a Paladin only can cast spells of this level if
    he has a high enough wisdom to get a bonus spell of this level.

          My thoughts: I like this class.  The Paladin spells are mostly buff
                       type spells.  The Lay on Hands ability can be used
                       to damage Undead, which the game seems to have in
                       abundance.  Use this class instead of a Fighter, or in
                       tandem with.

B4.3.8.    Psion
----------------

    Vital Statistics
    ****************

          HD: D4 (1-4 Hp per level)
          BAB: Poor
          Fort: Poor
          Ref: Poor
          Will: Good
          Primary Score: Int. An Int of 10+ power level is required to
                         mainfest a power. Bonus Power Points are gained from
                         having a high score. Refer to the table below the
                         base power points table.
          Secondary Score: Dex. As Psions wear no armor, a high Dex is needed
                           to improve AC.
          Class Skills: Bluff, Concentration, Psicraft and Sense Motive.
          Base Skill Points per level: 2

    Skills gained at 1st level
    **************************

          Weapon Skills: Club, Dagger, Crossbow, Quarterstaff and Shortspear.
          Armor Skills: None, however, armor doesn't interfer with manifesting
                        powers.
          Power Points: A Psion gains a number of Power Points, which he uses
                        to manifest powers, which are similar to spells.
                        See Table.
          Powers Known: A Psion only knows a few powers. These are chosen as
                        the character levels up.  See Table. Psions use their
                        powers on the fly.
          Bonus Feat: The Psion gets a bonus feat, which must be a Psionic
                      feat.

    Skills Gained Later
    *******************

          Bonus Feat: Every 5th level (5,10,15,20) the Psion gains a bonus
                      Psionic based feat.

    Psion Power Points and Powers Known Table
    *****************************************

    +-------+--------+--------+---------+
    | Psion | Power  | Powers | Highest |
    | Level | Points | Known  | Power   |
    +-------+--------+--------+---------+
    |   1   |     2  |     3  |    1st  |
    |   2   |     6  |     5  |    1st  |
    |   3   |    11  |     7  |    2nd  |
    |   4   |    17  |     9  |    2nd  |
    |   5   |    25  |    11  |    3rd  |
    |   6   |    35  |    13  |    3rd  |
    |   7   |    46  |    15  |    4th  |
    |   8   |    58  |    17  |    4th  |
    |   9   |    72  |    19  |    5th  |
    |  10   |    88  |    21  |    5th  |
    |  11   |   106  |    22  |    6th  |
    |  12   |   126  |    24  |    6th  |
    |  13   |   147  |    25  |    7th  |
    |  14   |   170  |    27  |    7th  |
    |  15   |   195  |    28  |    8th  |
    |  16   |   221  |    30  |    8th  |
    |  17   |   250  |    31  |    9th  |
    |  18   |   280  |    33  |    9th  |
    |  19   |   311  |    34  |    9th  |
    |  20   |   343  |    36  |    9th  |
    +-------+--------+--------+---------+

    This table will need some explaining.  The Psion only knows a certain
    number of powers, shown in the third column, restricted to a certain level
    as shown in the fourth column.  However, I have gotten this table from the
    Expanded Psionics Handbook, so the game may handle the power assignment
    differently, as I have yet to play as a Psion. Also, the next table is
    from the Expanded Psionics Handbook, and it shows the bonus power points
    gained per level for a high score in the ability needed to manifest
    powers. Note that you only get the highest number for your level, you do
    not add the 1st level bonus to the 2nd level bonus for the points you have
    at 2nd level. This table goes up to scores of 30, though it is difficult
    to get any score that high.

    +---------+------------------------------------------------+
    | Ability |                   Level                        |
    |  Score  | 1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 | 10 |
    +---------+---+----+----+----+----+----+----+----+----+----+
    | 10 - 11 | 0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |
    | 12 - 13 | 0 |  1 |  1 |  2 |  2 |  3 |  3 |  4 |  4 |  5 |
    | 14 - 15 | 1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 | 10 |
    | 16 - 17 | 1 |  3 |  4 |  6 |  7 |  9 | 10 | 12 | 13 | 15 |
    | 18 - 19 | 2 |  4 |  6 |  8 | 10 | 12 | 14 | 16 | 18 | 20 |
    | 20 - 21 | 2 |  5 |  7 | 10 | 12 | 15 | 17 | 20 | 22 | 25 |
    | 22 - 23 | 3 |  6 |  9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
    | 24 - 25 | 3 |  7 | 10 | 14 | 17 | 21 | 24 | 28 | 31 | 35 |
    | 26 - 27 | 4 |  8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 |
    | 28 - 29 | 4 |  9 | 13 | 18 | 22 | 27 | 31 | 36 | 40 | 45 |
    | 30 - 31 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
    +---------+---+----+----+----+----+----+----+----+----+----+

    +---------+--------------------------------------------------+
    | Ability |                     Level                        |
    |  Score  | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20  |
    +---------+----+----+----+----+----+----+----+----+----+-----+
    | 10 - 11 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |   0 |
    | 12 - 13 |  5 |  6 |  6 |  7 |  7 |  8 |  8 |  9 |  9 |  10 |
    | 14 - 15 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |  20 |
    | 16 - 17 | 16 | 18 | 19 | 21 | 22 | 24 | 25 | 27 | 28 |  30 |
    | 18 - 19 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |  40 |
    | 20 - 21 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | 45 | 47 |  50 |
    | 22 - 23 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 |  60 |
    | 24 - 25 | 38 | 42 | 45 | 49 | 52 | 56 | 59 | 63 | 66 |  70 |
    | 26 - 27 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 |  80 |
    | 28 - 29 | 49 | 54 | 58 | 63 | 67 | 72 | 76 | 81 | 85 |  90 |
    | 30 - 31 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
    +---------+----+----+----+----+----+----+----+----+----+-----+

          My Thoughts: Not having played with a Tactics Psion, I am unsure
                       how they would play.  I would assume that they function
                       in the same way a Sorcerer does.

B4.3.9.    Psychic Warrior
--------------------------

    Vital Statistics
    ****************

          HD: D8 (1-8 Hp per level)
          BAB: Average
          Fort: Good
          Ref: Poor
          Will: Poor
          Primary Score: Str.  As a warrior class, the ability to hit and
                         damage an opponent is a high priority.
          Secondary Score: Wis. A Wis of 10+ power level is required to be
                           able to manifest a power. Bonus power points are
                           gained from a high Wis. See the Psion table.
          Class Skills: Autohypnosis, Concentration and Search
          Base Skill Points per level: 2

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple and Martial Weapons
          Armor Skills: All Armor and All Shields (except Tower)
          Power Points: A Psychic Warrior gets power points according to the
                        following table.
          Powers: A Psychic Warrior knows 1 power at first level, then gets
                  1 new power per level after. Psychic Warriors use their
                  powers on the fly.
          Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be
                      a Fighter or Psionic feat.

    Skills gained later
    *******************

          Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be
                      a Fighter or Psionic feat. Gained at 2nd, 5th, 8th, 11th
                      14th, 17 and 20th level.

    Psychic Warrior Power Points and Powers Known Table
    ***************************************************

    +---------+--------+--------+---------+
    | Psychic | Power  | Powers | Highest |
    | Warrior | Points | Known  | Level   |
    | Level   |        |        | Power   |
    +---------+--------+--------+---------+
    |     1   |    0*  |    1   |   1st   |
    |     2   |    1   |    2   |   1st   |
    |     3   |    3   |    3   |   1st   |
    |     4   |    5   |    4   |   2nd   |
    |     5   |    7   |    5   |   2nd   |
    |     6   |   11   |    6   |   2nd   |
    |     7   |   15   |    7   |   3rd   |
    |     8   |   19   |    8   |   3rd   |
    |     9   |   23   |    9   |   3rd   |
    |    10   |   27   |   10   |   4th   |
    |    11   |   35   |   11   |   4th   |
    |    12   |   43   |   12   |   4th   |
    |    13   |   51   |   13   |   5th   |
    |    14   |   59   |   14   |   6th   |
    |    15   |   67   |   15   |   6th   |
    |    16   |   79   |   16   |   6th   |
    |    17   |   91   |   17   |   6th   |
    |    18   |  103   |   18   |   6th   |
    |    19   |  115   |   19   |   6th   |
    |    20   |  127   |   20   |   6th   |
    +---------+--------+--------+---------+

    This table will need some explaining.  The Psychic Warrior only knows a
    certain number of powers, shown in the third column, restricted to a
    certain level as shown in the fourth column.  However, I have gotten this
    table from the Expanded Psionics Handbook, so the game may handle the
    power assignment differently, as I have yet to play as a Psychic Warrior.

          My thoughts: After using the glitch from the Gamefaqs boards, I
                       have found that the game only has 18 powers for the
                       Pyschic Warrior, so by level 18, your character will
                       have gained them all. The only plus is that you only
                       need to choose the order you gain the powers in. There
                       are a few key powers missing from thier list (Animal
                       Affinity is one), which could have been implemented by
                       Kuji. My advice, give this character any 2 handed
                       weapon, use the powers Force Screen, Inertial Armor
                       and Thick Skin at the maximum possible for each level,
                       and you will quickly get an un-hitable character, as
                       using those powers at the minimum level, without any
                       Dex or other armor gets you an AC of 19.

B4.3.10.   Ranger
-----------------

    Vital Statistics
    ****************

          HD: D8 (1-8 Hp per level)
          BAB: Good
          Fort: Good
          Ref: Good
          Will: Poor
          Primary Ability: Dex or Str.  This depends on whether you take
                           Archery or Two-Weapon Combat at 2nd level.
          Secondary Ability: Wis. A Ranger gets a few spells, which require a
                           score of 10+ spell level.  As Ranger spells only
                           go to 4th level, try not to put more than a 14 here
          Class Skills: Concentration, Heal, Hide, Knowledge(Nature), Listen,
                        Move Silently, Search, Spot and Survival.
          Base Skill Points per level: 6

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple and All Martial Weapons.
          Armor Skills: All Light Armour and All Shields (except Tower)

    Skills gained later
    *******************

          Bonus Feat: In the Pen and Paper game, here Rangers choose whether
                      they will focus on melee combat or ranged combat, which
                      gives them a pre-picked set of feats at certain levels.
                      In Tactics however, they appear to give bonus feats
                      instead.  I will now list the feats for each choice, so
                      you can preserve the core aspect.  The feats are gained
                      at 2nd level, 6th level and 11th level.
                            +------------------------------------+
                            | Melee               | Archery      |
                            +---------------------+--------------+
                            | Two Weapon Fighting | Rapid Shot   |
                            | Improved Two Weapon | Manyshot     |
                            |            Fighting |              |
                            | Greater Two Weapon  | Improved     |
                            |            Fighting | Precise Shot |
                            +---------------------+--------------+

                      NOTE: Manyshot isn't in this game, as far as I can see,
                            so I think that is why they changed this part of
                            the Ranger.

          Spells: At 4th level, like the Paladin, the Ranger can cast a small
                  number of Divine spells.  The Ranger needs a score of 10 +
                  spell level in order to cast any spells.  A Wis score of 14
                  gives access to all levels of available spells.  Refer to
                  the table below for the Ranger's spell progression.Ranger's
                  need to prepare their spells in advance.

          Animal Companion: Ranger's gain a Dog/Wolf at 1st level that acts as
                           an extra character.  The Dog/Wolf also improves as
                           the Ranger levels up. Gained at 4th level.

    Ranger Spells Table
    *******************

    +---------+---------------+
    | Ranger  |  Spell Level  |
    | Level   | 1 | 2 | 3 | 4 |
    +---------+---+---+---+---+
    |    1    |   |   |   |   |
    |    2    |   |   |   |   |
    |    3    |   |   |   |   |
    |    4    | 0*|   |   |   |
    |    5    | 0*|   |   |   |
    |    6    | 1 |   |   |   |
    |    7    | 1 |   |   |   |
    |    8    | 1 | 0*|   |   |
    |    9    | 1 | 0*|   |   |
    |   10    | 1 | 1 |   |   |
    |   11    | 1 | 1 | 0*|   |
    |   12    | 1 | 1 | 1 |   |
    |   13    | 1 | 1 | 1 |   |
    |   14    | 2 | 1 | 1 | 0*|
    |   15    | 2 | 1 | 1 | 1 |
    |   16    | 2 | 2 | 1 | 1 |
    |   17    | 2 | 2 | 2 | 1 |
    |   18    | 3 | 2 | 2 | 1 |
    |   19    | 3 | 3 | 3 | 2 |
    |   20    | 3 | 3 | 3 | 3 |
    +---------+---+---+---+---+

    *'ed entries indicate that a Ranger only can cast spells of this level if
    he has a high enough wisdom to get a bonus spell of this level.

          My thoughts: For some reason, Kuji have removed the Ranger's
                       Favoured Enemy ability, which gave the Ranger some
                       advantages over certain types of foe. However, the
                       Ranger is a good class to use despite this, as you can
                       use him as a forward scout easily, and he does bring
                       an extra "character" in the form of a dog/wolf later
                       in the game. Another class that's interchangable with
                       the standard Fighter class.

B4.3.11.   Rogue
----------------

    Vital Statistics
    ****************

          HD: D6 (1-6 Hp per level)
          BAB: Average
          Fort: Poor
          Ref: Good
          Will: Poor
          Primary Score: Dex. A high Dex score assists with sneaking and Open
                         Lock checks.
          Secondary Score: Int. A high Int allows you to pick up more skills.
          Class Skills: Bluff, Disable Device, Escape Artist, Hide,
                        Intimidate, Listen, Move Silently, Open Lock, Perform,
                        Search, Sense Motive, Spot, Tumble, and Use Magic
                        Device.
          Base Skill Points per level: 8

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple Weapons, plus Hand Crossbow, Rapier,
                         Shortbow and Shortsword.
          Armor Skills: All Light Armor
          Trapfinding: Rogues are the only class in the game that can Search
                       for traps that are harder then DC20 to find.
          Sneak Attack: Whenever a Rogue is flanking an opponent, or when they
                        hit a target before it realises that the Rogue is
                        there, the Rogue deals +1D6 damage.  This increases
                        every odd level after, by an extra D6.  I.e., a 11th
                        level Rogue deals +6D6 damage with a SneaK Attack.

    Skills gained later
    *******************

          Evasion: On a sucessful Reflex, if the spell/trap would normally do
                   half damage, a monk takes no damage.  e.g, a Fireball spell
                   goes of, doing 28 points of damage.  If a monk succeeds on
                   the saving throw, he takes no damage, whereas another
                   character would take 14 points of damage.  Gained at 2nd
                   level.
          Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1
                      Armour bonus to avoid being hit by traps.  This bonus
                      increases by +1 at levels 6th, 9th, 12th, 15th ,18th.
                      Gained at 3rd Level.
          Uncanny Dodge: You retain your Dex bonus to Armor class, even when
                         Flat-footed or attacked by an invisible character.
                         Gained at 4th Level.
          Improved Uncanny Dodge: You can no longer be flanked.  This also
                                  means that Rogues can no longer Sneak
                                  Attack you.  Gained at 8th level.

          My thoughts: I have used a Rogue, and they are fairly good.  The
                       Sneak Attack ability adds some considerable damage, but
                       as Sneak Attack applies to ranged weapons within 30ft
                       (6 Squares) of the target, if you don't kill with the
                       first shot, you can be in trouble, as Rogues are
                       lightly armored. The skill "Open Lock" is useful, as
                       roughly 60% of chests in most areas are locked. Take
                       along one if you want, a strong fighter will eventually
                       breal his way into anything thats locked.

B4.3.12.   Sorceror
-------------------

    Vital Statistics
    ****************

          HD: D4 (1-4 Hp per level)
          BAB: Poor
          Fort: Poor
          Ref: Poor
          Will: Good
          Primary Score: Cha.  A high Cha is needed to cast the most powerful
                         spells.
          Secondary Score: Dex. Even though the sorcerer will be behind most
                           of your party, sometimes enemies will get to close
                           combat.  A high Dex will boost that AC
          Class Skills: Bluff, Concentration, Knowledge(Arcane) and Spellcraft
          Basic Skill Points per level: 2

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple Weapons.
          Armor Skills: None.  Armor interfers with spellcasting.
          Familiar: During generation, you can pick a familiar, which grants
                    you a small bonus depending on the creature you choose.
                    Consult the table below.

                    +----------+------------------+
                    | Familiar |      Bonus       |
                    +----------+------------------+
                    | Bat      | +3 Listen        |
                    | Cat      | +3 Move Silently |
                    | Hawk     | +3 Spot          |
                    | Owl      | +3 Search        |
                    | Rat      | +2 Fort          |
                    | Snake    | +3 Bluff         |
                    | Toad     | +3 Hp            |
                    | Weasel   | +2 Ref           |
                    +----------+------------------+

                    While you don't need to take one, I would recommend taking
                    the Toad or Rat as your familiar, to boost the low areas
                    the Sorcerer has.
          Spells: The Sorcerer learns to cast Arcane spells.  The Sorcerer
                  knows a limited number of spells, so plan carefully which
                  spells you will take. The ability the spells are tied to is
                  Cha, so if you want to cast the highest level spells, you
                  will need to have a score of 19 or better. The DC of the
                  spells is 10 + Cha Mod + Spell Level.  Refer to the tables
                  for spell progression and spells known. Sorcerers cast their
                  spells on the fly.

    Sorcerer Spells Known
    *********************

          +----------+---------------------------------------+
          | Sorcerer |              Spells Known             |
          | Level    | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
          +----------+---+---+---+---+---+---+---+---+---+---+
          |     1    | 4 | 2 |   |   |   |   |   |   |   |   |
          |     2    | 5 | 2 |   |   |   |   |   |   |   |   |
          |     3    | 5 | 3 |   |   |   |   |   |   |   |   |
          |     4    | 6 | 3 | 1 |   |   |   |   |   |   |   |
          |     5    | 6 | 4 | 2 |   |   |   |   |   |   |   |
          |     6    | 7 | 4 | 2 | 1 |   |   |   |   |   |   |
          |     7    | 7 | 5 | 3 | 2 |   |   |   |   |   |   |
          |     8    | 8 | 5 | 3 | 2 | 1 |   |   |   |   |   |
          |     9    | 8 | 5 | 4 | 3 | 2 |   |   |   |   |   |
          |    10    | 9 | 5 | 4 | 3 | 2 | 1 |   |   |   |   |
          |    11    | 9 | 5 | 5 | 4 | 3 | 2 |   |   |   |   |
          |    12    | 9 | 5 | 5 | 4 | 3 | 2 | 1 |   |   |   |
          |    13    | 9 | 5 | 5 | 4 | 4 | 3 | 2 |   |   |   |
          |    14    | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |
          |    15    | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 |   |   |
          |    16    | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 |   |
          |    17    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 |   |
          |    18    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
          |    19    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
          |    20    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 |
          +----------+---+---+---+---+---+---+---+---+---+---+

    Sorcerer Spell Progression
    **************************

          +----------+---------------------------------------+
          | Sorcerer |           Spells Per Day              |
          | Level    | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
          +----------+---+---+---+---+---+---+---+---+---+---+
          |     1    | 5 | 3 |   |   |   |   |   |   |   |   |
          |     2    | 6 | 4 |   |   |   |   |   |   |   |   |
          |     3    | 6 | 5 |   |   |   |   |   |   |   |   |
          |     4    | 6 | 6 | 3 |   |   |   |   |   |   |   |
          |     5    | 6 | 6 | 4 |   |   |   |   |   |   |   |
          |     6    | 6 | 6 | 5 | 3 |   |   |   |   |   |   |
          |     7    | 6 | 6 | 6 | 4 |   |   |   |   |   |   |
          |     8    | 6 | 6 | 6 | 5 | 3 |   |   |   |   |   |
          |     9    | 6 | 6 | 6 | 6 | 4 |   |   |   |   |   |
          |    10    | 6 | 6 | 6 | 6 | 5 | 3 |   |   |   |   |
          |    11    | 6 | 6 | 6 | 6 | 6 | 4 |   |   |   |   |
          |    12    | 6 | 6 | 6 | 6 | 6 | 5 | 3 |   |   |   |
          |    13    | 6 | 6 | 6 | 6 | 6 | 6 | 4 |   |   |   |
          |    14    | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |   |   |
          |    15    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |   |   |
          |    16    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |   |
          |    17    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |   |
          |    18    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
          |    19    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
          |    20    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
          +----------+---+---+---+---+---+---+---+---+---+---+

          My thoughts: Use this character as an artillery unit.  Pick up most
                       of the damage spells, taking only 1 or 2 defensive
                       spells.  If you want a character thet can continually
                       dish out high numbers of damage, this is the choice.
                       One word of warning, when using spells like Fireball,
                       ensure that you have a perfectly clear path to the
                       target area, as the spell has a habit of detonating
                       where you don't expect.

B4.3.13.   Wizard
-----------------

    Vital Statistics
    ****************

          HD: D4 (1-4 Hp per level)
          BAB: Poor
          Fort: Poor
          Ref: Poor
          Will: Good
          Primary Score: Int.  A high Int is needed to cast the most powerful
                         spells.
          Secondary Score: Dex. Even though the Wizard will be behind most
                           of your party, sometimes enemies will get to close
                           combat.  A high Dex will boost that AC
          Class Skills: Bluff, Concentration, Knowledge(Arcane),
                        Knowledge(Dungeoneering), Knowledge(Nature),
                        Knowledge(Religion), Knowledge(The Planes)
                        and Spellcraft
          Basic Skill Points per level: 2

    Skills gained at 1st level
    **************************

          Weapon Skills: All Simple Weapons.
          Armor Skills: None.  Armor interfers with spellcasting.
          Familiar: During generation, you can pick a familiar, which grants
                    you a small bonus depending on the creature you choose.
                    Consult the table below.

                    +----------+------------------+
                    | Familiar |      Bonus       |
                    +----------+------------------+
                    | Bat      | +3 Listen        |
                    | Cat      | +3 Move Silently |
                    | Hawk     | +3 Spot          |
                    | Owl      | +3 Search        |
                    | Rat      | +2 Fort          |
                    | Snake    | +3 Bluff         |
                    | Toad     | +3 Hp            |
                    | Weasel   | +2 Ref           |
                    +----------+------------------+

                    While you don't need to take one, I would recommend taking
                    the Toad or Rat as your familiar, to boost the low areas
                    the Wizard has.
          Spells: The Wizard learns to cast Arcane spells. The ability the
                  spells are tied to is Int, so if you want to cast the
                  highest level spells, you will need to have a score of 19 or
                  better. The DC of the spells is 10 + Int Mod + Spell Level.
                  The wizard recieves knowledge of all 0 level spells at 1st
                  level, plus the knowledge of 3 1st level spells, plus
                  1 spell per point of Int bonus.  At each level up, the
                  Wizard adds 2 new spells to his spellbook of any level that
                  he can currently cast. Eg., a 3rd level Wizard can cast 2nd
                  and 1st level spells, when he goes up to 4th level, the
                  spells he can choose are from either 1st or 2nd level.
                  Additionally, a Wizard can write spells to his spellbook
                  by copying them from scrolls. Wizards need to prepare their
                  spells in advance.

    Wizard Spell Progression
    ************************

          +--------+---------------------------------------+
          | Wizard |              Spell Level              |
          | Level  | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
          +--------+---+---+---+---+---+---+---+---+---+---+
          |    1   | 3 | 1 |   |   |   |   |   |   |   |   |
          |    2   | 4 | 2 |   |   |   |   |   |   |   |   |
          |    3   | 4 | 2 | 1 |   |   |   |   |   |   |   |
          |    4   | 4 | 3 | 2 |   |   |   |   |   |   |   |
          |    5   | 4 | 3 | 2 | 1 |   |   |   |   |   |   |
          |    6   | 4 | 3 | 3 | 2 |   |   |   |   |   |   |
          |    7   | 4 | 4 | 3 | 2 | 1 |   |   |   |   |   |
          |    8   | 4 | 4 | 3 | 3 | 2 |   |   |   |   |   |
          |    9   | 4 | 4 | 4 | 3 | 2 | 1 |   |   |   |   |
          |   10   | 4 | 4 | 4 | 3 | 3 | 2 |   |   |   |   |
          |   11   | 4 | 4 | 4 | 4 | 3 | 2 | 1 |   |   |   |
          |   12   | 4 | 4 | 4 | 4 | 3 | 3 | 2 |   |   |   |
          |   13   | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |   |   |
          |   14   | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |   |   |
          |   15   | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |   |
          |   16   | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |   |
          |   17   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
          |   18   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
          |   19   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
          |   20   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
          +--------+---+---+---+---+---+---+---+---+---+---+

          My thoughts: Use a Wizard to have a greater range of spells to use,
                       as opposed to the limited number a Sorcerer has.
                       Generally, a Wizard tends to have those spells that
                       the more combat orientated Sorceror wouldn't choose.
                       With fewer spells per day, you need to plan what spells
                       you will prepare for each adventure.

          The Great Wizard Vs Sorcerer debate.
          ************************************

          I didn't really want to put this in, but I can see that I will
          get many e-mails on this subject. In Tactics, wizards and sorcerers
          are fairly identical, as you can rest, recharging spells at any
          time in the adventure map. However, as by 7-10th levels, you have
          more than enough spells to do the, map without resting once.
          Because of this, you have to pick your spells carefully for both
          classes, but due to the sorcerer's ability to cast any of his
          known spells at any time, he has a "slight" edge on the Wizard,
          if you play without resting. I have played the entire game, and I
          only rested on 2 or 3 of the maps (out of around 20), and those
          were ones with protracted battles, and many of them. So, it's up
          to you, the player, as always, to play the game as you see fit,
          as a D and D game or as a computer gamer.

          Nuff Said :)


B4.4.1.  Skills
---------------

    In this section, I will list the skills, their usage in game, and what
    ability score will add to the total in brackets next to the skill name.
    A skill that has trained only in it means that you need to spend points in
    it to be able to use it, such as Open Lock. Some skills are able to be
    used without spending points in it, such as Listen.

          Autohypnosis(Wis): A successful Autohypnosis check allows a
                             character to resist poisons and even death for a
                             brief time. Trained Only.
          Bluff(Cha): Mislead an opponent in combat.  Doing this usually gives
                      you a bonus to hit the oppponent next round, if they
                      fail their Sense Motive check.
          Concentration(Con): This skills is important for spell casters and
                              power manifesters when they try to cast spells
                              whilst in melee. A successful check means that
                              the spell/power works normally. Failure means
                              that you lose the spell.
          Disable Device(Int): The skill used to disable any traps you find.
                               Trained Only.
          Escape Artist(Dex): Used to escape webs and other forms of
                              confinement.
          Heal(Wis): A important skill that allows you to stabilise a dying
                     ally.  It doesn't restore Hp, just prevents losing more.
          Hide(Dex): Stay hidden from enemies.
          Intimidate(Cha): Frighten the enemy. The enemy loses some attack
                           skill when fighting you.
          Knowledge(Arcana)(Int): Reveals the Hp of Magical Beast, Constructs
                             and Dragons. Trained Only.
          Knowledge(Dungeoneering)(Int): Reveals the Hp of Aberrations and
                                    Oozes. Trained Only.
          Knowledge(Nature)(Int): Reveals the Hp of Animals, Fey, Giants,
                            Monstrous Humanoids, Plants and Vermin.
                            Trained Only.
          Knowledge(Religion)(Int): Reveals the Hp of Undead. Trained Only
          Knowledge(The Planes)(Int): Reveals the Hp of Outsiders and
                                      Elementals. Trained Only.
          Listen(Wis): Detect someone trying to sneak up on you.
          Move Silently(Dex): Move up to an opponent without being detected.
          Open Lock(Dex): Used to open locked chests and doors. Trained Only.
          Perform(Cha): A skill used to play music. A bard needs points in
                        this in order to use Bardic Music.
          Psicraft(Int): Used to identify powers being manifested by enemies.
                         Trained Only.
          Search(Int): Used to find hidden doors and traps.
          Sense Motive(Wis): Used to beat Bluff.
          Spellcraft(Int): Used to identify spells being cast by enemies.
                           Trained Only.
          Spot(Wis): Detect hidden enemies.
          Survival(Wis): Reveals the Hp of Animals, Plants and Vermin.
          Tumble(Dex): Move around without triggering Attacks of Opportunity.
                       Trained Only.
          Use Magic Device(Cha): Use a magic item that you can't normally use.
                                 Trained Only.

B4.4.2.  Feats
--------------

    In this next section I will list the feats available.  The format will be:

          Feat Name
          Requirements (if any)
          Usage/Ability Granted

    I will group the feats into General, Psychic and Magic. Psychic feats
    usually require that you are a Psion or Pyschic Warrior. Magic feats
    alter spells in some fashion. Any feat that is on the list for Fighters
    to choose every 2nd level will have [Fighter] next to it's name.


    B4.4.2.1. General Feats
    ***********************

          Acrobatic:
          +2 bonus to Tumble checks.

          Agile:
          +2 bonus to Escape Artist checks.

          Alertness:
          +2 bonus to Listen and Spot checks.

          Armor Proficiency(Heavy):
          Allows the character to use Splint Mail, Banded Mail, Half-Plate and
          Full Plate without penalty.

          Armor Proficiency(Light):
          Allows the character to use Padded, Leather, Studded Leather and
          Chain Shirts without penalty.

          Armor Proficiency(Medium):
          Allows the character to use Hide, Scale, Chainmail, and Breastplate
          without penalty.

          Blind Fight[Fighter]:
          In melee, each time you miss due to invisiblity or concealment,
          re-roll the attack once.  Invisible attackers gain no advantaeg when
          fighting you.

          Cleave[Fighter]:
          Requirements: Power Attack
          If you kill your opponent with an attack, you automatically attack
          one other opponent within reach.

          Combat Expertise[Fighter]:
          Requirements: Int 13+
          You take a penalty to your attack and add it to your armor class.
          Max is -5 attack, +5 AC.  The penalty cannot be higher than your
          BAB.

          Combat Reflexes[Fighter]:
          You gain Attacks of Opportunity equal to 1 + Dex Mod.

          Diehard:
          If reduced to negative Hp (-1 to -9), you are disabled rather than
          dying.

          Dodge[Fighter]:
          Requirements: Dex 13+
          Grants a +1 bonus to AC against an opponent.

          Extra Turning:
          Requirements: Turn or Rebuke Undead ability
          Gives and extra 3 uses per day of Turn or Rebuke Undead.

          Great Fortitude:
          Grants an +2 bonus to Fort saves

          Greater Two Weapon Fighting[Fighter]:
          Requirements: Dex 19+, BAB +11, Improved Two Weapon Fighting
          Grants a third attack with the off-hand weapon.

          Greater Weapon Focus(Axe)[Fighter]:
          Requirements: Weapon Focus(Axe), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Axe class
          weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
          Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

          Greater Weapon Focus(Blunt)[Fighter]:
          Requirements: Weapon Focus(Blunt), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Blunt class
          weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy
          Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
          and Warhammer.

          Greater Weapon Focus(Bow)[Fighter]:
          Requirements: Weapon Focus(Bow), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Bow class
          weapons; Shortbow and Longbow.

          Greater Weapon Focus(Crossbow)[Fighter]:
          Requirements: Weapon Focus(Crossbow), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Crossbow class
          weapons; Hand Crossbow, Light Crossbow and Heavy Crossbow.

          Greater Weapon Focus(Heavy Sword)[Fighter]:
          Requirements: Weapon Focus(Heavy Sword), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Heavy Sword
          class weapons; Bastard Sword, Falchion, Greatsword, Longsword,
          Scimitar, and Two Bladed Sword.

          Greater Weapon Focus(Light Sword)[Fighter]:
          Requirements: Weapon Focus(Light Sword), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Light Sword
          class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword.

          Greater Weapon Focus(Polearm)[Fighter]:
          Requirements: Weapon Focus(Polearm), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Polearm class
          weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur,
          Shortspear, Spear, and Trident.

          Greater Weapon Focus(Thrown)[Fighter]:
          Requirements: Weapon Focus(Polearm), Fighter level 8
          Gain an additional +1 bonus on attack rolls made with Polearm class
          weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe.

          Greater Weapon Specialisation(Axe)[Fighter]:
          Requirements: Greater Weapon Focus(Axe), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Axe class
          weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
          Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

          Greater Weapon Specialisation(Blunt)[Fighter]:
          Requirements: Greater Weapon Focus(Axe), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Blunt class
          weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy
          Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
          and Warhammer.

          Greater Weapon Specialisation(Bow)[Fighter]:
          Requirements: Greater Weapon Focus(Bow), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Bow class
          weapons; Longbow and Shortbow.

          Greater Weapon Specialisation(Crossbow)[Fighter]:
          Requirements: Greater Weapon Focus(Crossbow), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Crossbow class
          weapons; Hand Crossbow, Light Crossbow, Heavy Crossbow.

          Greater Weapon Specialisation(Heavy Sword)[Fighter]:
          Requirements: Greater Weapon Focus(Heavy Sword), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Heavy Sword
          class weapons; Bastard Sword, Falchion, Greatsword, Longsword,
          Scimitar, and Two Bladed Sword.

          Greater Weapon Specialisation(Light Sword)[Fighter]:
          Requirements: Greater Weapon Focus(Light Sword), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Light Sword
          class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword.

          Greater Weapon Specialisation(Polearm)[Fighter]:
          Requirements: Greater Weapon Focus(Polearm), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Polearm class
          weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur,
          Shortspear, Spear, and Trident.

          Greater Weapon Specialisation(Thrown)[Fighter]:
          Requirements: Greater Weapon Focus(Thrown), Fighter level 12
          Gain an additional +2 bonus on damage rolls made with Thrown class
          weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe.

          Improved Bull Rush[Fighter]:
          Requirements: Power Attack
          Gain a +4 bonus on Bull Rush attempts, the opponent no longer gets
          an Attack of Opportunity.

          Improved Critical[Fighter]:
          Requirements: BAB +8
          Double the critical threat range of any weapon.

          Improved Feint[Fighter]:
          Requirements: Combat Expertise
          Feint as a standard action, not a full round action.

          Improved Initative[Fighter]:
          Gain a +4 bonus to Initiative checks.

          Improved Precise Shot[Fighter]:
          Requirements: Dex 19+, BAB +11, Precise Shot
          You ignore any concealmen the opponent has, up to full concealment.

          Improved Turning:
          Requirements: Turn or Rebuke Undead ability
          Gain a +1 bonus on the character level check part of the Turn Undead
          rolls.

          Improved 2 Weapon Fighting[Fighter]:
          Requirements: Dex 17+, BAB +6, 2 Weapon Fighting
          Gain a second attack with the off-hand weapon.

          Improved Unarmed Strike[Fighter]:
          You are considered armed when fighting barehanded, so you no longer
          provoke Attack of Opportunity.

          Investigator
          Gain a +2 bonus to Search checks.

          Iron Will
          Gain a +2 bonus to Will saves.

          Lightning Reflexes
          Gain a +2 bonus to Reflex saves.

          Martial Weapon Proficiency
          Requirements: Barbarian Level 1, Fighter Level 1, Paladin Level 1,
                        Psychic Warrior Level 1, Ranger Level 1
          Gain proficiency will all martial weapons.  The above classes get
          this feat for free at first level. Other characters have to buy
          weapon proficiency for martial weapons individually.

          Nimble Fingers:
          Gain a +2 bonus to Open Lock and Disable Device checks.

          Point Blank Shot[Fighter]:
          Gain a +1 attack bonus when shooting at an opponent within 30ft
          (6 squares) of your character.

          Power Attack[Fighter]:
          Requirements: Str 13+
          You trade in accuracy for damage.  You can take up to 5 off your
          attack roll and add a like number to damage.

          Precise Shot[Fighter]:
          Removes the -4 attack roll penalty for shooting into a melee.

          Quick Draw[Fighter]:
          Requirements: +1 BAB
          You can draw a weapon as a free action.

          Rapid Shot[Fighter]:
          Requirements: Dex 13+, Point Blank Shot.
          Gain an extra attack when using a bow (not a crossbow) at the
          expense of accuracy.

          Shield Proficiency:
          Removes the attack penalty for using a shield untrained.

          Simple Weapon Proficiency:
          Allows the character to use all simple weapons without penalty.
          All classes except for the Druid, Monk, Psion and Wizard start with
          this feat.

          Spring Attack[Fighter]:
          Requirements: Dodge, BAB +4
          You can move before and after making an attack. This feat cannot be
          used whilst wearing Heavy Armor.

          Stealthy:
          Gain a +2 bonus to Hide and Move Silently checks.

          Stunning Fist[Fighter]:
          Requirements: Dex 13+, Wis 13+, BAB 8+, Improved Unarmed Strike
          You can make a stunning unarmed attack.

          Toughness:
          Gain +3 to maximum Hp

          Tower Shield Proficiency[Fighter]:
          Requirements: Shield Proficiency
          You can use Tower Shields without penalty.

          Two Weapon Defense[Fighter]:
          Requirements: Two Weapon Fighting
          Gain a +1 AC bonus with the weapon in the off hand

          Two Weapon Fighting[Fighter]:
          Requirements: Dex 15+
          Reduces the penalties for fighting with two weapons.

          Weapon Finesse[Fighter]:
          Requirements: +1 BAB
          Use your Dex Mod instead of your Str Mod when attacking with a light
          weapon.

          Weapon Focus(Axe)[Fighter]:
          Gain a +1 bonus on attack rolls made with Axe class weapons;
          Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick,
          Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

          Weapon Focus(Blunt)[Fighter]:
          Gain a +1 bonus on attack rolls made with Blunt class weapons;
          Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail,
          Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
          and Warhammer.

          Weapon Focus(Bow)[Fighter]:
          Gain a +1 bonus on attack rolls made with Bow class weapons;
          Longbow and Shortbow.

          Weapon Focus(Crossbow)[Fighter]:
          Gain a +1 bonus on attack rolls made with Crossbow class weapons;
          Hand Crossbow, Light Crossbow and Heavy Crossbow.

          Weapon Focus(Heavy Sword)[Fighter]:
          Gain a +1 bonus on attack rolls made with Heavy Sword class weapons;
          Bastard Sword, Falchion, Greatsword, Longsword, Scimitar, and Two
          Bladed Sword.

          Weapon Focus(Light Sword)[Fighter]:
          Gain a +1 bonus on attack rolls made with Light Sword class weapons;
          Dagger, Kukri, Rapier, Sai, and Short Sword.

          Weapon Focus(Polearm)[Fighter]:
          Gain a +1 bonus on attack rolls made with Polearm class weapons;
          Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear,
          Spear, and Trident.

          Weapon Focus(Thrown)[Fighter]:
          Gain a +1 bonus on attack rolls made with Thrown class weapons;
          Dart, Javelin, Shuriken, Sling, and Throwing Axe.

          Weapon Proficiency(Weapon)[Fighter]:
          Use the (Weapon) without penalty. I.e., if you took Weapon
          Proficiency (Gnome Hooked Hammer), you could use a Gnome Hooked
          Hammer without penalty.

          Weapon Specialisation(Axe)[Fighter]:
          Requirements: Weapon Focus(Axe), Fighter level 4
          Gain a +2 bonus on damage rolls made with Axe class weapons;
          Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick,
          Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

          Weapon Specialisation(Blunt)[Fighter]:
          Requirements: Weapon Focus(Blunt), Fighter level 4
          Gain a +2 bonus on damage rolls made with Blunt class weapons;
          Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail,
          Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
          and Warhammer.

          Weapon Specialisation(Bow)[Fighter]:
          Requirements: Weapon Focus(Bow), Fighter level 4
          Gain a +2 bonus on damage rolls made with Bow class weapons;
          Longbow and Shortbow.

          Weapon Specialisation(Crossbow)[Fighter]:
          Requirements: Weapon Focus(Crossbow), Fighter level 4
          Gain a +2 bonus on damage rolls made with Crossbow class weapons;
          Hand Crossbow, Light Crossbow, Heavy Crossbow.

          Weapon Specialisation(Heavy Sword)[Fighter]:
          Requirements: Weapon Focus(Heavy Sword), Fighter level 4
          Gain a +2 bonus on damage rolls made with Heavy Sword class
          weapons; Bastard Sword, Falchion, Greatsword, Longsword,
          Scimitar, and Two Bladed Sword.

          Weapon Specialisation(Light Sword)[Fighter]:
          Requirements: Weapon Focus(Light Sword), Fighter level 4
          Gain a +2 bonus on damage rolls made with Light Sword class weapons;
          Dagger, Kukri, Rapier, Sai, and Short Sword.

          Weapon Specialisation(Polearm)[Fighter]:
          Requirements: Weapon Focus(Polearm), Fighter level 4
          Gain a +2 bonus on damage rolls made with Polearm class weapons;
          Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear,
          Spear, and Trident.

          Weapon Specialisation(Thrown)[Fighter]:
          Requirements: Weapon Focus(Thrown), Fighter level 4
          Gain a +2 bonus on damage rolls made with Thrown class weapons;
          Dart, Javelin, Shuriken, Sling, and Throwing Axe.

          Whirlwind Attack[Fighter]:
          Requirements: Combat Expertise, Dodge, Spring Attack
          Make one attack against each opponenet with the reach of your
          weapon.

    B4.4.2.2.  Pyschic Feats
    ************************

    *Coming Soon*

    B4.4.2.3.  Magic Feats
    **********************

    These feats modify a spells effects, or the process of casting them.

          Augment Summoning:
          Each summoned creature gains +4 to Str and Con.

          Enlarge Spell:
          Doubles the area of a spell that has a range greater than touch.

          Extend Spell:
          Doubles the duration of a a spell that has a duration longer than
          instantaneous.

          Greater Spell Penetration:
          Requirements: Spell Penetration
          Grants a +4 bonus to overcome Spell Resistance.  This feat does not
          stack with Spell Penetration.

          Silent Spell:
          Cast a spell without using the Vocal (V) component of the spell.


          Spell Penetration:
          Grants a +2 bonus to overcome Spell Resistance.

          Still Spell:
          Allows a spell to be cast without using the Somantic (S) component
          of the spell. .

          Widen Spell:
          Increases the area a spell affects by 50%.

B4.5.  Spells and Powers
-------------------------

       This section has the lists of spells and powers each class has access
       to.  The spells and Powers themselves will be placed in their own
       Guide. Spells/Powers I recommend have a + next to them, and spells that
       are unique to that class have a "u"

B4.5.1.  Spell Lists
--------------------

    B4.5.1.1. Bard Spells
    *********************

       Level 0: Daze                                   +
                Detect Magic
                Flare                                  +
                Light                                  +
                Lullaby                              u,+
                Resistance

       Level 1: Cause Fear
                Charm Person
                Cure Light Wounds                      +
                Expeditious Retreat
                Hypnotism
                Lesser Confusion                     u
                Remove Fear                            +
                Sleep                                  +
                Summon Monster 1                       +

       Level 2: Animal Trance
                Blindness/Deafness
                Blur                                   +
                Calm Emotions
                Cat's Grace
                Cure Moderate Wounds                   +
                Daze Monster
                Delay Poison
                Eagle's Splendor                       +
                Fox's Cunning
                Heroism
                Hold Person                            +
                Hypnotic Pattern
                Invisibility
                Rage
                Scare
                Silence
                Sound Burst
                Summon Monster 2

       Level 3: Blink                                  +
                Charm Monster
                Clairvoyance
                Confusion
                Cure Serious Wounds                    +
                Deep Slumber
                Dispel Magic                           +
                Fear
                Haste                                  +
                Remove Curse
                See Invisibility
                Slow
                Summon Monster 3

       Level 4: Break Enchantment
                Cure Critical Wounds                   +
                Dominate Person
                Freedom of Movement                    +
                Hold Monster                           +
                Invisibility, Greater                  +
                Neutralise Poison
                Rainbow Pattern
                Shout
                Summon Monster 4

       Level 5: Cure Light Wounds, Mass                +
                Greater Heroism                        +
                Mind Fog
                Mislead                                +
                Summon Monster 5                       +

       Level 6: Cat's Grace, Mass                      +
                Charm Monster, Mass                    +
                Cure Moderate wounds, Mass             +
                Fox's Cunning Mass                     +

    B4.5.1.2. Cleric Spells
    ***********************

       Level 0: Cure Minor Wounds
                Detect Magic
                Guidance
                Inflict Minor Wounds                 u
                Light                                  +
                Resistance                             +
                Virtue

       Level 1: Bless                                  +
                Cause Fear
                Command                              u
                Cure Light Wounds
                Detect Chaos                         u
                Detect Evil                          u
                Detect Good                          u
                Detect Law                           u
                Detect Undead
                Divine Favor
                Doom                                 u,+
                Inflict Light Wounds                 u
                Magic Weapon                           +
                Remove Fear
                Shield of Faith                      u,+
                Summon Monster 1

       Level 2: Aid                                  u
                Bear's Endurance
                Bull's Strength                        +
                Calm Emotions
                Cure Moderate Wounds
                Delay Poison
                Eagle's Splendor
                Find Traps                           u
                Hold Person                            +
                Inflict Moderate Wounds              u
                Owl's Wisdom
                Remove Paralysis
                Silence                                +
                Sound Burst
                Spirtual Weapon                      u,+
                Summon Monster 2

       Level 3: Animate Dead
                Bestow Curse
                Blindness/Deafness
                Contagion
                Cure Serious Wounds                    +
                Dispel Magic                           +
                Inflict Serious Wounds               u
                Invisibility Purge                   u
                Magic Vestment                       u,+
                Remove Curse
                Remove Disease
                Summon Monster 3

       Level 4: Cure Critical Wounds
                Death Ward
                Dismissal                              +
                Divine Power                         u,+
                Freedom of Movement
                Inflict Critical Wounds              u
                Neutralise Poison
                Poison
                Summon Monster 4

       Level 5: Break Enchantment
                Cure Light Wounds, Mass
                Flame Strike                           +
                Inflict Light Wounds, Mass           u
                Raise Dead                           u,+
                Summon Monster 5

       Level 6: Bear's Endurance, Mass
                Bull's Strength, Mass                  +
                Create Undead
                Cure Moderate Wounds, Mass
                Eagle's Splendor, Mass
                Harm                                 u,+
                Heal                                   +
                Inflict Moderate Wounds, Mass        u
                Owl's Wisdom, Mass
                Death to Undeath

       Level 7: Cure Serious Wounds, Mass
                Destruction                          u,+
                Inflict Serious Wounds, Mass         u
                Regeneration                           +

       Level 8: Antimagic Field
                Cure Critical Wounds, Mass             +
                Earthquake
                Fire Storm                             +
                Inflict Critical Wounds, Mass        u

       Level 9: Heal, Mass                           u,+
                Implosion                            u,+
                Miracle                              u
                True Resurrection                    u

    B4.5.1.3. Druid Spells
    **********************

       Level 0: Cure Minor Wounds
                Detect Magic
                Guidance
                Light
                Resistance
                Virtue

       Level 1: Calm Animals
                Charm Animal
                Cure Light Wounds                      +
                Detect Snares and Pits
                Entangle                               +
                Longstrider                            +
                Summon Nature's Ally 1

       Level 2: Animal Trance
                Barkskin                               +
                Bear's Endurance                       +
                Bull's Strength                        +
                Delay Poison
                Fog Cloud
                Hold Animal
                Owl's Wisdom                           +
                Soften Earth and Stone
                Summon Nature's Ally 2

       Level 3: Call Lightning                       u,+
                Contagion
                Cure Moderate Wounds                   +
                Dominate Animal
                Neutralise Poison
                Poison
                Remove Disease
                Summon Nature's Ally 3                 +

       Level 4: Cure Serious Wounds                    +
                Flame Strike                           +
                Freedom of Movement                    +
                Ice Storm                              +
                Summon Nature's Ally 4

       Level 5: Call Lightning Storm                 u,+
                Commune with Nature                    +
                Control Winds                        u
                Cure Critical Wounds                   +
                Death Ward
                Summon Nature's Ally 5               u
                Wall of Fire

       Level 6: Bear's Endurance, Mass                 +
                Bull's Strength, Mass                  +
                Cure Light Wounds, Mass
                Eagle's Splendor, Mass                 +
                Owl's Wisdom, Mass                     +

       Level 7: Cure Moderate Wounds, Mass             +
                Fire Storm                             +
                Heal                                   +

       Level 8: Cure Serious Wounds, Mass              +
                Earthquake
                Finger of Death                        +

       Level 9: Cure Critical Wounds, Mass
                Elemental Swarm                      u,+
                Foresight
                Regenerate                             +


    B4.5.1.4.  Paladin Spells
    *************************

       Level 1: Bless
                Bless Weapon                         u,+
                Cure Light Wounds
                Detect Undead
                Divine Favor                           +
                Magic Weapon
                Resistance
                Virtue

       Level 2: Delay Poison
                Eagle's Splendor                       +
                Owl's Wisdom                           +
                Remove Paralysis

       Level 3: Cure Moderate Wounds                   +
                Neutralise Poison
                Remove Blindness/Deafness
                Remove Curse

       Level 4: Break Enchantment                      +
                Cure Serious Wounds                    +
                Death Ward

    B4.5.1.5. Ranger Spells
    ***********************

       Level 1: Calm Animals
                Charm Animal
                Delay Poison
                Detect Snares and Pits
                Entangle                               +
                Longstrider                            +
                Summon Nature's Ally 1

       Level 2: Barkskin                               +
                Bear's Endurance
                Bull's Strength                        +
                Cure Light Wounds                      +
                Hold Animal
                Owl's Wisdom
                Summon Nature's Ally 2

       Level 3: Cure Moderate Wounds                   +
                Darkvision                             +
                Neutralise Poison
                Remove Disease
                Summon Nature's Ally 3

       Level 4: Commune with Nature                    +
                Cure Serious Wounds                    +
                Freedom of Movement                    +
                Summon Nature's Ally 4

    B4.5.1.6. Sorcerer/Wizard Spells
    ********************************

       Level 0: Acid Splash                          u,+
                Daze
                Detect Magic
                Disrupt Undead                       u,+
                Flare
                Light                                  +
                Ray of Frost                         u
                Resistance
                Touch of Fatigue                     u

       Level 1: Burning Hands                        u
                Cause Fear
                Charm Person
                Chill Touch                          u
                Detect Undead
                Expeditious Retreat
                Hypnotism
                Mage Armor                           u,+
                Magic Missile                        u,+
                Magic Weapon
                Ray of Enfeeblement                  u,+
                Shield                               u
                Shocking Grasp                       u
                Sleep
                Summon Monster 1
                True Strike                          u,+

       Level 2: Bear's Endurance                       +
                Blindness/Deafness
                Blur                                   +
                Bull's Strength                        +
                Cat's Grace                            +
                Control Undead                       u
                Darkvision                             +
                Daze Monster
                Eagle's Splendor                       +
                False Life                           u
                Fog Cloud
                Fox's Cunning
                Hypnotic Pattern
                Invisibility                           +
                Knock                                u,+
                Melf's Acid Arrow                    u,+
                Owl's Wisdom                           +
                Scare
                Scorching Ray                        u,+
                See Invisibility                       +
                Summon Monster 2
                Web

       Level 3: Blink                                  +
                Clairvoyance                           +
                Deep Slumber
                Dispel Magic                           +
                Fireball                             u,+
                Flame Arrow                          u,+
                Haste                                  +
                Heroism
                Hold Person                            +
                Lightning Bolt                       u,+
                Rage
                Slow
                Summon Monster 3

       Level 4: Animate Dead                           +
                Bestow Curse
                Charm Monster
                Confusion
                Contagion
                Evard's Black Tentacles              u
                Fear
                Ice Storm                              +
                Invisibility, Greater                  +
                Lesser Globe of Invulnerability      u,+
                Phantasmal Killer                    u,+
                Rainbow Pattern
                Remove Curse
                Shout
                Solid Fog                            u
                Summon Monster 4
                Wall of Fire

       Level 5: Break Enchantment                      +
                Cloudkill                            u
                Cone of Cold                         u,+
                Dismissal                              +
                Dominate Person
                Feeblemind                           u
                Hold Monster                           +
                Mind Fog
                Summon Monster 5
                Waves of Fatigue                     u

       Level 6: Acid Fog                             u
                Antimagic Field
                Bear's Endurance, Mass                 +
                Bull's Strength, Mass                  +
                Cat's Grace, Mass                      +
                Chain Lightning                      u,+
                Circle of Death                      u
                Create Undead
                Disintegrate                         u,+
                Eagle's Splendor, Mass                 +
                Fox's Cunning, Mass                    +
                Globe of Invulnerability             u,+
                Greater Heroism
                Mislead
                Otiluke's Freezing Sphere            u,+
                Owl's Wisdom, Mass                     +
                Undeath to Death

       Level 7: Control Undead                       u
                Finger of Death                        +
                Inivisibilty, Mass                   u
                Mordenkainen's Sword                 u,+
                Power Word, Blind                    u,+
                Waves of Exhaustion                  u

       Level 8: Charm Monster, Mass
                Incendiary Cloud                     u
                Mind Blank                           u
                Moment of Prescience                 u,+
                Polar Ray                            u,+
                Power Word, Stun                     u,+
                Protection From Spells               u,+

       Level 9: Dominate Monster                     u
                Foresight                              +
                Freedom                              u
                Meteor Swarm                         u,+
                Power Word, Kill                     u
                Time Stop                            u,+
                Wail of the Banshee                  u,+

B4.5.2. Pyschic Powers
----------------------

    The order that you pick powers is more important here, as you get all but
    3 of the Psion powers, and you get all of the Pyschic Warrior powers by
    level 18. Once again, u = unique, + = recommended. I will make one point,
    do not use the Psychic Warrior power Psychofeedback, as it does double
    damage to yourself. Also, I recommend that yuo use the Psion as the 5th
    party member, as they have no powers that can assist the other teammates,
    unlike the Wizard who gets access to spells like Bull's Strength.

    B4.5.2.1. Psion Power List
    ***************************

       Level 1: Crystal Shard                         u,+
                Deceleration                          u,
                Defensive Precognition                  +
                Demoralise
                Detect Psionics
                Dissipating Touch
                Force Screen                           +
                Inertial Armor                         +
                Mind Thrust                            +
                Offensive Precognition                 +
                Psionic Charm
                Psionic Daze                           +
                Psionic Vigor

       Level 2: Aversion                             u
                Brain Lock                           u
                Concussion Blast                     u
                Ego Whip                             u
                Id Insinuation                       u
                Mental Disruption                    u
                Psionic Knock                        u
                Recall Agony                         u
                Swarm of Crystals                    u,+

       Level 3: Body Adjustment                        +
                Danger Sense                           +
                Eradicate Invisibility               u
                Psionic Blast                        u,+
                Psionic Darkvision                     +

       Level 4: Aura Sight                           u
                Psionic Dominate                     u
                Psionic Freedom of Movement

       Level 5: Psychic Crush                        u

       Level 6: Breath of the Black Dragon             +
                Psionic Disintegrate                 u,+

       Level 7: Crisis of Life
                Psionic Moment of Prescience
                Ultrablast

       Level 8: Recall Death

       Level 9: Timeless Body


    B4.5.2.2. Psychic Warrior Power List
    ************************************

       Level 1: Burst                                u
                Defensive Precognition                 +
                Detect Psionics
                Dissipating Touch
                Force Screen                           +
                Inertial Armor                         +
                Metaphysical Weapon
                Offensive Precognition                 +
                Psionic Vigor
                Thick Skin                             +

       Level 2: Body Adjustment                        +
                Dissolving Touch                     u,+
                Psionic Darkvision                     +

       Level 3: Danger Sense                           +
                Exhalation of the Black Dragon         +

       Level 4: Psionic Freedom of Movement            +

       Level 5: Psychofeedback                       u

       Level 6: Breath of the Black Dragon             +

B5. Character Generation
------------------------

   Here, we get to the actual steps of creating a character.  This section
   will be in bullet points, and I will expand the points if they need
   extra details.

   1. Choose Gender and Race - Gender of your character is an personal choice
                               it doesn't affect gameplay. Race, however does.
   2. Choose Class - Pick the class you want to play.  Remember what the
                     primary score that class needs
   3. Assign Ability Scores - Using the point system, buy your abilities.
                              I recommmend the following spend, assign the
                              scores according to the class you picked
                              Primary Score - 15 (8 points)
                              Secondary Score - 14 (6 points)
                              Tertiary Score - 14 (6 points)
                              Other scores - Two scores at 10 (2 points) and
                                             one score at 9 (1 point). These
                                             last scores shouldn't be ones
                                             that the character relies on.
                              Note; this is a RECOMMENDED spend, more
                              experienced players may want to min-max more.

                              Notes Note; Try to have an odd number score in
                              the classes primary ability, as you gain an
                              ability point every 4th level, (to a max of 5)
                              to gain maximum efficiency.
   4. Choose skill points
   5. Choose feats - My advice, for fighter classes, pick up Weapon Focus in
                     a weapon class that yu like. For spellcasters, pick up
                     Spell or Power Penetration for offensive casters, and
                     Augment Summoning for defensive/buff casters, so you
                     can use a summon as a shield while you heal or enchance
                     the rest of the party.
   6. Choose Spells/Powers - If you have chosen a Bard, Psion, Pyschic Warrior
                             Sorcerer or Wizard, you get to pick the spells
                             you have knowledge of initially.
   7. Choose Alignment/Deity - This is important for Clerics, choose a good
                               alignment if you want to be a Healer. The
                               Cleric also gains some powers from their deity
                               choice. I will list these somewhere when I find
                               them out.
   8. Choose Character head - Another personal choice that doesn't affect
                              gameplay.
   9. Name your character.
  10. Confirm that the character is OK.


B6.   My Characters
-------------------

B6.1
----
Here is a list of the characters that I finished the game with first time
through. I have only got the stats for the 1st level, and although I was going
to add the stats when I finished the game, with the whole memory stick thing,
I only have the first.

    B6.1.1.  Party Leader
    *********************

    Name: Apex
    Race: Human
    Class: Fighter
    Stats at 1st level: Str 17
                        Dex 12
                        Con 14
                        Int  8
                        Wis 10
                        Cha  8
    Skills at 1st level: Intimidate, Tumble (Cross Class)
    Feats at 1st level: Default Fighter Feats, Blind Fight, Power Attack,
                        Weapon Focus (Polearm)

    B6.1.2.  Tank
    *************

    Name: Grosh
    Race: Half-Orc
    Class: Barbarian
    Stats at 1st level: Str 17
                        Dex 14
                        Con 14
                        Int  6
                        Wis 13
                        Cha  6
    Skills at 1st level: Intimidate, Survival
    Feats at 1st level: Default Barbarian Feats, Weapon Focus(Axe)

    B6.1.3.   1st Healer
    ********************

    Name: Anna
    Race: Human
    Class: Cleric of Heironeous
    Stats at 1st level: Str 10
                        Dex 10
                        Con 12
                        Int  8
                        Wis 17
                        Cha 12
    Skills at 1st level: Concentration, Knowledge (Religion)
    Feats at 1st level: Default Cleric Feats, Blind Fight, Augment Summoning

    B6.1.4.   2nd Healer
    ********************

    Name: Tia
    Race: Elf
    Class: Cleric of Corellon Larethian
    Stats at 1st level: Str 10
                        Dex 14
                        Con 10
                        Int  8
                        Wis 17
                        Cha 10
    Skills at 1st level: Concentration
    Feats at 1st level: Default Cleric Feats, Dodge

    B6.1.5.   Arcane Spellcaster
    ****************************

    Name: Wen
    Race: Human
    Class: Sorcerer
    Stats at 1st level: Str 10
                        Dex 14
                        Con 10
                        Int  8
                        Wis 10
                        Cha 17
    Skills at 1st level: Concentration, Tumble (Cross Class)
    Feats at 1st level: Default Sorcerer Feats, Improved Initative, Dodge
    Spells at 1st level: Acid Splash, Flare, Daze, Ray of Frost, Mage Armor
                         and Summon Monster 1.

    B6.1.6.   Support Melee
    ***********************

    Name: Floisa
    Race: Human
    Class: Paladin
    Stats at 1st level: Str 13
                        Dex 12
                        Con 10
                        Int 10
                        Wis 14
                        Cha 14
    Skills at 1st level: Sense Motive, Heal, Knowledge(Religion)
    Feats at 1st level: Default Paladin Feats, Improved Initative, Power
                        Attack.

    As you can see, this was a healer heavy party. This is due to the way I
    play Tactics.  I tend to split the 6 member team into 2 groups of 3 for
    many missions, especially in dungeons, where there are multiple paths to
    explore.  The usual split is Apex (armed with a Polearm), Wen (armed with
    a Crossbow) and Tia (armed with a Blunt) in 1 team, and
    Gorsh (armed with a Greataxe), Floisa (armed with a Blunt) and Anna (armed
    with a Crossbow). By mixing the damage types, each team can usually
    deal with any threat it comes across. The only exception is when they
    come up against enemies with Spell Resistance, where I use a swarm tactic
    as Wen seems to fail to beat this SR 8/10 times, and they tend to have
    AC's of 24 plus, which are hard to hit for the Clerics.  I use either
    Apex or Gorsh to bash open chests, resorting to the Knock spell (cast by
    Wen) when a chest gets difficult.

B7.   Game Basics
-----------------

    The game's manual does a good job of explaining how to move around the
    map. I will try to expand on a few points.

    At the start of an Adventure, you get to place your characters on the
    map, in the yellow squares.  You then need to move your characters around
    the map, using the "Move" command in the menu.  Unless you are using a
    Rogue or Ranger to scout ahead, try to keep your fighters in the front
    of the group. If you have "buff" type spells, cast them before combat,
    simply to save some time, and to prevent the enemy from getting close
    enough to disrupt(and thus lose) the spell you are trying to cast.  Note
    the duration of these spells.  Spells like Bull's Strength can be cast
    early, as they last a long time, whereas spells like Bless last only a
    few turns.

    When combat starts, the character that is spotted by the enemy and the
    enemy doing the spotting, have a single action available to them, before
    the rest of the party/enemies can join in. Use this action to either:
    move towards the enemy to attack in melee, cast a spell, or retreat to
    the rest of the group, so you have a unified front.

    In the first few Adventures, try to get your characters into a position
    to flank the target, ie., having a character directly opposite each other
    with the opponent in-between them.  See the diagrams.

    +-----+-----+-----+
    |     |     |     |
    |     |     |     |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |  C  |  E  |  C  |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |     |     |     |
    |     |     |     |
    +-----+-----+-----+

             OR

    +-----+-----+-----+
    |     |     |     |
    |     |     |  C  |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |     |  E  |     |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |  C  |     |     |
    |     |     |     |
    +-----+-----+-----+

            OR

    +-----+-----+-----+
    |     |     |     |
    |  C  |     |     |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |     |  E  |     |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |     |     |  C  |
    |     |     |     |
    +-----+-----+-----+

            Or

    +-----+-----+-----+
    |     |     |     |
    |     |  C  |     |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |     |  E  |     |
    |     |     |     |
    +-----+-----+-----+
    |     |     |     |
    |     |  C  |     |
    |     |     |     |
    +-----+-----+-----+

    C = Character
    E = Enemy

    You can of course, do this against every enemy you come up against,
    just be wary of Attacks of Opportunity.  If you take take more than a
    "Step" action to move (found by pressing right on the "Move" in the main
    menu) in a area where the tiles/grid squares are yellow, the enemy can
    have a free attack at you. This doesn't apply if the opponent currently
    has a Bow or Crossbow out. The majority of enemies only have a single
    AoO (Attack of Opportunity), so you can use this to your advantage, by
    using a character with a high AC to trigger the AoO, then moving the
    rest of your party into position.

    If any of the you readers have any other tips for this section, send them
    to me, you will be credited.  Find my contact details at the start of the
    guide.

 _   _   _   _   _   _   _   _   _   _   _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( T | h | e | M | i | s | s | i | o | n | s )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/


Finally, after, 3000+ lines of background information, we get down to the
missions.  I will try to include all the chest and items in them, as well as
rough stats for the enemies in the adventure.  I will reference when cut scenes
and in-game dialog takes place. Any magical items will be listed in the items
section, in the relevant area.
The Quest XP reward is given to all characters; only characters who took part
in the adventure get Kill XP. Also, thanks to the numerous people who have
e-mailed me about the Kill XP for each mission. It seems that the methods
that you apply to kill each creature and the time taken to kill the enemy seems
to affect the amount gained. Therefore, you can expect to receive up to +/- 15%
of the totals I have given for the Kill XP. Even so, you can still predict
when each of your characters will level up.


M1.1. Mission One - The Thieves
-------------------------------

    Level Information
    *****************

          Party Members: 2
          Recommended Level: 1
          Background: Goblin brigands are holed up in a hideaway by the lake.
                      There's a reward for any party that can kill them.
          Quest XP reward: 200
          XP from kills: 300
          Gold Acquired: 584
          Chest Count: 2
          Monsters: 2 Goblins, AC: 11; Hp: 9
                    1 Goblin,  AC: 13; Hp: 9

    Walkthrough
    ***********

          You start this map at the beach of a small island, which is on the
          lake of the World Map site Arion. After a brief conversation about
          why the characters are there, during which they provide you with a
          warning about the dangerous goblins, you assume control of your
          characters. If you haven't done so, check your characters equipment
          and spell selections. I suggest always having 1 or 2 Light spells
          prepared, so you can avoid the penalties of carrying a torch and
          those of fighting in the dark.  Once you have made ready, move both
          characters up to the north.  About 60ft (12 squares) you can see a
          small hut, with a chest to the side. The chest is unlocked.

          CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Potion of Bull's
                   Strength, 1x Scroll of Summon Monster 1, 1x Scroll of Cure
                   Light Wounds.

          Once you have looted/opened the chest, there is some more dialog,
          telling you about the Temple of Pelor at Jorhelling, and how there
          the priests can return any dead characters to life.

          Move both characters up to the doors of the hut.  Make sure that you
          cast a Light spell or pull out a torch before opening the door, it
          is dark inside. Once the doors are open, moving a character inside
          the hut more than about 10ft (2 squares) triggers the first battle.
          This is a single goblin, with 8hp and an AC of 14, and armed with
          a club. Use your best character to attack the goblin, and move the
          other character due north, through the room, where at the top of the
          room there is another chest. This chest is also unlocked.

          CHEST 2: 1x Masterwork Morningstar (Blunt Class), 1x Masterwork
                   Chainmail(Medium Armor)

          Once you have looted the chest, move this character back towards the
          one fighting the goblin, if it is not dead.  When this first goblin
          is dead, move both your characters to the next room. In here there
          are 2 more goblins, both AC 14 and 8Hp, however, one is armed with
          a bow.  If you focus on one goblin, then the other, you shouldn't
          have much trouble.  Once you kill the final goblin, the mission ends
          so make sure you have looted both chests before finishing the final
          goblin. After a bit more character dialogue, you go to the Adventure
          Summary screen, and after that, a new area opens up, Jorhelling
          Temple.

M1.2.  Mission 2 - The Crypts
-----------------------------

    Level Information
    *****************

          Party Members: 4
          Recommended Level: 1st
          Background: The remaining goblin raiders are hiding in a temple
                      crypt. Whoever ends the goblin menace will gain great
                      honor.
          Quest XP reward: 300
          XP from Kills: 1400
          Gold Acquired: 882
          Chest Count: 2
          Monsters: Goblin Warrior, AC: 11; Hp: 9
                    Goblin Fighter, AC: 15; Hp: 9
                    Goblin Archer,  AC: 13; Hp: 9
                    Goblin Shaman,  AC: 14; Hp: 14
                    Goblin Chest Guard: AC: 14; Hp: 9

    Walkthrough
    ***********

          You start this mission on a set of stairs that lead down into the
          crypt. A short conversation takes place about lighting a torch,
          unless all your party possess darkvision. Move your characters
          down the stairs and into the room. This will trigger your largest
          fight so far, as in this room are 3 Goblin Warriors and 1 Goblin
          Shaman. All of the Goblin Warriors are armed with shortbows, but
          swap weapons for clubs when you close to melee range. Using the
          flank attack principal, dispose of the Goblin Warriors first, then
          focus on the Shaman. Once you have disposed of the Goblins, you can
          open the chest, near the Goblin Shaman. This chest is unlocked.

          CHEST 1: Gold, 1x Masterwork Composite Longbow (Bow Class), 1x
                   Quiver of Silver Arrows, 1x Masterwork Falchion (Heavy
                   Sword Class), 1x Potion of Cure Serious Wounds, 1x Potion
                   of Cure Light Wounds.

          Once you have looted the chest, move your characters up to the only
          other exit out of this room, directly opposite where you entered.
          When you open the doors, you get attacked by the last Goblin Warrior
          who is guarding a chest. Kill the Goblin before opening the chest,
          because as soon as you open it, the adventure ends, and you can lose
          out on some XP. The chest is unlocked.

          CHEST 2: Gold, 1x Ring of Protection +1.

          Once you have looted the ring, you are taken to the Adventure
          Summary screen. I suggest that you equip the ring to your Wizard,
          Sorcerer or Psion, as they are likely to have the lowest AC at the
          moment.  Once you have exited here, move on to the next area,
          Estmanndal.

M1.3.  Mission Three - The Banner
---------------------------------

          Level Information
          *****************

          Party Members: 6
          Recommended Level: 1st
          Background: At the frontier fortress of Estmanndal, stop a warband
                      or wolf raiders from stealing the sacred banner of the
                      Vinsaxi.
          Quest XP reward: 50
          XP from Kills: 4200
          Gold Acquired: 1474
          Chest Count: 4
          Monsters: 4 Nomad Warriors, AC:11; HP: 7
                    1 Wolf Nomad, AC:11; Hp:7
                    2 Wolves, AC:14; Hp:10
                    1 Banner Thief, AC:12; Hp: 13

          Walkthrough
          ***********

          You start this Adventure just on the eastern side of Estmanndal,
          outside the walls. Just in front of you is a chest, but before you
          can open it, a short dialog takes place, suggesting that you loot
          the chests contents for any healing potions. The chest is unlocked

          CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Quiver of Arrows,
                   1x Buckler(Shield), 1x Case of Crossbow Bolts.

          To the north and south of the chest are gaps in the low wall. Before
          going through these gaps, make sure that your party has the right
          spells and items equipped, as once the combat starts, it doesn't
          stop at all.
          Passing through either of these gaps triggers the Banner Thief to
          start running away from you, and a Nomad to appear, one at each gap
          in the wall. Kill both of these warriors as fast as you can, and
          chase after the Thief. You will be unlikely to catch him until the
          far east side of the map, but don't worry, he can't leave the map.

          Just down the road there is a chest, and approaching it reveals the
          next few opponents, two Nomads and a Wolf. The wolf has a speed of
          40ft (8 Squares) and the two Nomads open up with bows, switching to
          swords when approached. There are in fact three chests in quick
          succession down this road. None of these chests are locked.

          CHEST 2: Gold, 1x Masterwork Splint mail(Heavy Armor), 1x Potion
                   of Cure Light Wounds, 1x Two-Bladed Sword(Heavy Sword
                   Class).

          CHEST 3: Gold, 1x Heavy Crossbow(Crossbow Class), 1x Case of
                   Crossbow Bolts, 1x  "Spearfoe" (Shield, Enchanted).

          CHEST 4: Gold, 1x Potion of Cure Light Wounds, 1x Chainmail Armor
                   (Medium Armor), 1x Greatsword(Heavy Sword).

          Once you have dealt with the 3 opponents and looted the chests,
          continue down the path. You will have to kill one more wolf before
          you can reach the Banner Thief.  Once the Thief reaches the far east
          end of the map, he turns around and moves slowly back towards you.
          Be wary when fighting him, he uses the Banner as a weapon, which
          deals either 2-8(2D4) points of damage or 1-10(1D10) points of
          damage, and has a reach of 10ft (2 squares).  If you can make it to
          base to base contact, you should be safe. When you kill the Thief,
          your main character makes a short speech, and you go to the
          Adventure Summary screen.  You get then treated to a cut-scene,
          where a Dragon flies overhead, indicating that the victory over the
          bandits has been blessed. You also learn more of the main storyline,
          where you get told the name, "Athearorn", and told to visit the
          elfs in the local area to find out more about this name. Several new
          areas are opened up for you to explore, only two of these have any
          quests for you to do. Also, at this point, all your party should
          have leveled up to level 2.

M1.4.  Mission Four - The Elfwoods
----------------------------------

          Level Information
          *****************

          Party Members: 6
          Recommended Level: 2
          Background: The elfhome of Elerin is under siege. Help the elves
                      scourge the high woods of the Goblin Horde
          Quest XP reward: 250XP
          XP from Kills: 6300
          Gold Acquired: 1084
          Chests: 6
          Monsters: 8 Goblin Archers, AC: 13; HP: 9
                    2 Goblin Fighters, AC: 15; HP: 9
                    1 Goblin Shaman, AC: 13; HP: 14
                    3 Bugbear Fighters, AC: 17; HP: 13
                    1 Bugbear Archer, AC: 16; HP: 23
                    1 Bugbear Boss, AC: 16;, HP: 21

          Walkthrough
          ***********

          You start this map on a narrow walkway. Most of the combat in this
          map will be on similar walkways, so keep your melee characters ahead
          of your spellcasters. Make sure at least two characters have ranged
          weapons, and plenty of arrows/bolts/bullets, as you need approx. 8
          shots to open the various drawbridges. Move your characters onto the
          first platform, and Sindarel, the leader of the Elven Guards comes
          out to warn you about the attack.  On this platform is the first of
          six chests. This chest is unlocked.

          CHEST 1: 1x Shortbow(Bow Class), 1x Light Crossbow(Crossbow Class),
                   1x Glaive(Polearm Class), 1x Quiver of Arrows, 1x Case of
                   Bolts.

          Proceed down the other walkway to initiate combat. Like the last
          mission, once combat starts, it does'nt stop, so be prepared.
          Straight away you hit a problem, there is no way to cross the 10ft
          gap between you and the first two Goblins. Never fear, as the
          dialog will tell you, you just need to shoot the capstans, which
          look like barrels with chains on them. You hit these automatically
          when you fire on them, so one shot is enough. Proceed over the
          new walkway, and dispose of the two Goblins, one on the 1st platform
          after the walkway, and one near the capstan. Now you have a choice,
          as two paths split from this platform towards the rest of the
          invaders. You can split your party here, but remember to send your
          strongest character one way and your Rogue the other, as the next
          three chests are locked.

          Battle your way down the walkways, remembering to keep the fighters
          to the front of your group. You face a new enemy on the walkways, a
          Bugbear, one on each of the paths from the first platform. These
          have a AC 2 or 3 points higher than the Goblins in this area, and
          wield Morningstars. There are two chests on one path, an a single
          chest on the other.  Chests 2 and 3 are on the same path, 4 is by
          itself.

          CHEST 2: Gold, 1x Masterwork Hide Armor(Medium Armor).

          CHEST 3: Gold, 1x Quiver Masterwork Arrows, "Little Talon"
                   (Bow Class, Enchanted).

          CHEST 4: Gold, 1x Masterwork Bastard Sword(Heavy Sword Class),
                   1x Potion of Cure Light Wounds.

          After a bridge on each path, you have to cross another onto a large
          platform in order to reach the main boss of the area. On this large
          platform are two Goblin Archers, and two chests. When you step onto
          this platform a Bugbear will charge up and engage your party. Defeat
          these foes, and the last remaining creatures you can fight without
          the interference of the Elves. These remaining creatures are one
          Goblin Shaman, one Goblin Warrior, and two Bugbears. You will need
          to activate another capstan to reach the two Bugbears. The two
          chests on the large platform are unlocked.

          CHEST 5: Gold, 1x Potion of Cure Moderate Wounds, 1x Scroll of
                   Barkskin

          CHEST 6: Gold, 1x Scroll of Cat's Grace, 1x Potion of Haste,
                   1x Quiver of Arrows, 1x Case of Bolts.

          Once you have defeated the Bugbear leader, you are taken to the
          Adventure Summary screen, and after, to another cut-scene, where
          you are told about the Druid and the Witch, and how to get to them.
          This opens up the Tower of Crows and Spiderspike areas.
          However, I recommend tackling the Barrows, and Spiderspike Hollow
          first, then the Druid's Grove (which is unlocked when you complete
          The Barrows) and the Tower of Crows. This way you can gain some more
          experience and gold, as you can do the first area of Spiderspike
          twice. Now onto the Barrows!

M1.5.  Mission Five - The Barrows
---------------------------------

          Level Information
          *****************

          Party Members: 6
          Recommended level: 2
          Background: At the barrow-mounds, defeat King Vingan's undead
                      weaponthanes. A victory will summon his ghost to speak
                      with you.
          Quest XP reward: 675XP
          XP from Kills: 5700
          Gold Acquired: 1482
          Chests: 12
          Monsters: 7 Skeletons, AC: 14; Hp: 12
                    3 Zombies, AC: 11; Hp: 13
                    2 Zombie Warrior, AC: 16; Hp: 26
                    1 Weaponthane, AC: 17; Hp: 35
                    4 Skeleton Warriors, AC: 17; Hp: 16, 17, 18, 24

          Walkthrough
          ***********

          Bring torches and have Light spells prepared, as this entire level
          takes place underground. Once you have placed your characters, you
          get the same speech as in Mission Two, but with the warning about
          there being Undead around. For those who don't know, Undead is a
          term that describes any re-animated being, like Zombies, Skeletons,
          Ghosts, Ghouls and Vampires. A Cleric with a Cha score of 12 or
          better will love this level, as he can destroy most of the undead
          here with his Turn Undead ability (if he's good aligned of course).
          Also, you can use Cure Wounds spells to inflict damage upon Undead,
          however, do not use the Inflict Wounds spells, as these heal Undead.
          The first part of the barrows has two chests, one of which is
          locked.

          CHEST 1: Gold, 1x Masterwork Scalemail (Medium Armor), 1x Potion
                   of Darkvision, 1x Torch.

          CHEST 2: Gold, 1x Scimitar (Heavy Sword Class), 1x Buckler (Shield),
                   1x Masterwork Thieves Tools.

          Just a bit further down the corridor is your first Undead encounter.
          This creature is a Skeleton. Try to use Blunt Class weapons against
          these creatures, as other weapons do 5 less points of damage to
          them, although you will always deal 1 point of damage if you hit.
          The quickest way through this level is to use Turn Undead, as this
          seems to destroy Undead outright 90% of the time, and the 10%
          of the time it doesn't, the creatures run away.  Anyway, once you
          have sent the Skeleton back to it's eternal rest, move forward.
          Here you have the choice of 3 paths.  Two of these lead to chests,
          the othe leads deeper into the barrows. Taking the direction that
          you enter the intersection as West, the chests are to the North and
          to the South. As you enter the intersection, you are attacked by
          a second skeleton. The eastern exit will take you to a dead end
          wall that slides down to reveal a large chamber. Here, the
          characters will have a conversation about being invited into the
          burial chamber. First, loot the two chests, the North chest is
          guarded by a Zombie. Zombies, like Skeletons have a resistance to a
          type of damage, for Zombies, the resistance is against Blunt Class
          weapons and weapons that deal piercing damage, (Bows, Crossbows and
          most Light Swords fall into this category), so use Slashing type
          weapons, like axes to deal maximum damage. The southern chest is
          also guarded by a Zombie, as well as a Skeleton. The North chest is
          unlocked, the Southern chest is locked.

          CHEST 3 (North): Gold, 1x Scroll of Inflict Moderate Wounds.

          CHEST 4 (South): Gold, 1x Sling(Thrown Class), 2x Pouches of
                           Bullets, 1x Scroll of Sleep.

          Now, when you move into the large burial chamber, you are attacked
          by a Zombie and a Skeleton. Send them back into the grave, and make
          use of the only exit currently available to you, which is to your
          characters left as you enter the chamber.  When you reach the
          intersection about 3 squares into the corridor, you are attacked
          by another Skeleton. From this intersection, you can go down the
          passageway the Skeleton came from to find three more chests. The
          first chest you come across is locked. Just past the chest, you are
          attacked by a Zombie Warrior. The chest containing the Silver
          Arrows is locked, the other chest here is unlocked.

          CHEST 5: Gold, 1x Orc Double Axe (Axe Class), 1x Quiver of Arrows,
                   1x Case of Bolts.

          CHEST 6: Gold, 1x Masterwork Chainshirt (Light Armor).

          CHEST 7: Gold, 1x Quiver of Silver Arrows.

          Return from the chests, and turn right out of the path you are on.
          You should now have the large burial chamber to the rear of your
          party. Here, you will encounter a Skeleton, most likely teamed up
          with a Zombie Warrior. Once you have dealt with the pair, there is
          another Skeleton guarding on of the best chests so far, containing
          Night Slicer, a Silver Dwarven Waraxe.

          CHEST 8: Gold, 1x Dagger (Light Sword Class), 1x Night Slicer (Axe
                   Class)

          Return to the path, and go around until you are attacked by a
          Skeleton. Once you have defeated it, you can go through the door
          that it is guarding. CAUTION, the next creature is a Weaponthane,
          a very tough Skeleton based creature that is immune to Turn Undead,
          you can consider him the boss of this level, especially as he is
          guarding four chests with some nice loot.

          CHEST 9: Gold, 1x Scroll of Bless, 1x Quiver of Arrows, 1x Case
                   of Bolts.

          CHEST 10: Gold, 1x Scroll of Disrupt Undead, 1x Oil of Magic
                    Weapon.

          CHEST 11: Gold, 1x Masterwork Studded Leather (Light Armor),
                    1x Quiver of Arrows, 1x Case of Bolts.

          CHEST 12: Gold, 1x Ring of Protection +1.

          Once you have defeated the Weaponthane, you can move through the
          twisting corridor that he comes from as a shortcut to the large
          burial chamber. Here, you will need to destroy four advanced
          Skeletons, which are slightly tougher than a normal Skeleton, but
          not as tough as the Weaponthane. The only thing that makes this
          fight difficult is that the Skeletons tend to bottle up your party
          at the entrance to the large chamber from the Weaponthane's room,
          so you may want to go back around the long way. Once you have
          defeated the four Skeletons, you will get the Adventure Summary
          screen, followed by a cutscene, which tells you the same information
          as that which you got from the Elves. Finishing this mission opens
          up the path to Spiderspike Hollow, if you haven't yet done the Elf
          mission. It also adds the Druid's Grove to the World Map.

M1.6.  Mission Six - Spiderspike
--------------------------------

          Level Information
          *****************

          Party Members: 6
          Recommended level: 3rd
          Background: The dark hollow hides many evils. Follow the path to
                      find the witch.
          Quest XP reward: 0XP
          XP from Kills: 20600
          Gold Acquired: 6300
          Chests: 3
          Monsters: 4 Wolf, AC: 14; Hp: 10
                    7 Goblin Fighters, AC: 15; Hp: 9
                    7 Bugbear Fighters, AC: 17; Hp: 18, 16, 16, 23, 19, 17, 25
                    3 Trolls, AC: 16; Hp: 56
                    1 Werewolf, AC: 14; Hp: 33
                    7 Spiders, AC: 14; Hp: 23
                    1 Erinyes, AC: 24; Hp: 79

          As soon as you enter the level for the first time, the witch's
          familiar appears and warns you of the dangers ahead. Directly ahead
          there are two openings into the valley caves. With the camera
          directly behind the party, the left entrance leads to a second area
          of the Hollow, and to the right there are opportunities to earn XP
          and treasure. If you proceed directly ahead you will fight several
          wolves and a werewolf before coming to a door that you cannot enter
          unless you have the password you get from completing The Tower
          level. Firstly, I will go into the right-hand set of caves, then
          work my way back to the start of the level, then do the left-hand
          caves into the second area. By moving forward, you trigger the first
          of many Wolf encounters. Once you have defeated the wolf, move into
          the cave. Once inside the cave (right hand side set), you are
          attacked by a group of goblins and bugbears. CAUTION, do not go too
          deep into the caves as there are three trolls in the cave. One
          can be triggered to approach the party if you go too deep into the
          cave. Anyway the count of creatures here is: two Goblins, five
          Bugbears. If you do trigger the troll, don't worry too much, it
          tends to stay away from combat until you've defeated the majority of
          the Bugbear/Goblin force. Try to flank the troll, and have each
          character have a few healing potions handy. A troll can dish out
          over 20 points of damage in a round, and with the 5 Hp a troll
          gains every round, it is a difficult foe. For those D and D'ers
          out there, you don't need fire or acid to kill a troll, Kuji
          have evidently decided to remove this factor of the troll to
          make it easier. Anyway, inside the cave, if you go back towards the
          level start, you can fight two more Bugbears. Further down the
          corridor leading away from the level start, there are two more
          trolls, at a intersection where both can see you approach at the
          same time. My advice is to try and lure one troll out at a time,
          that way you will have an easier time of it. Once you have defeated
          the trolls, move forward, and kill the two Goblins that appear.
          when you exit through the door back into the valley, you are
          attacked by three wolves, two goblins and a werewolf.

          Most of this encounter should be easy, except for the werewolf. If
          you have any Silver weapons, you want to use these on the werewolf,
          as it'll take 5 less damage from any attack from a non-silver
          weapon. If you want to get to the "secret" part of this level,
          don't approach the door with the face on it, as this ends the level.
          Instead, head back towards the level start, and enter the caves on
          the opposite side to the ones you just left.

          Inside this side of the caves, there are many Monstrous Spiders, but
          this creatures shouldn't cause you too much bother as they only one
          notable ability, and that is the ability to spin webs. Theses webs
          half the movement range of any character walking through the web,
          and if the spiders target you with one of these webs, you can
          sometimes (if your character fails a Reflex Save) become unable to
          move. This can be removed using the spell "Remove Paralysis" or
          a strong enough character can simply break the web.

          Upon entering the caves, you are attacked by two of the Spiders in
          this level. Just kill them and move on through the tunnels. You
          should encounter a total of seven spiders. Once you have killed all
          the spiders while moving through the cave, you should see a ramp
          going down. Move your characters onto one of the green squares at
          the base, and you will enter a new area with a tough enemy, and some
          good treasure chests.

          The enemy I am refering to is a Erinyes, refered to in game as
          Esseriel. This enemy has a damage resistance, (to what I am unsure),
          Spell Resistance, an AC of 24 and 79 Hp. The best way to ensure that
          you hit the target is to try and flank the Erinyes to boost your
          odds of contact. This will be an endurance fight, so try to keep
          your characters health levels up.

          Once you have beaten the Erinyes, open the only door in this
          room to access the treasure. There are traps on the two squares
          where the doors are before you open them. All three chests are
          locked.

          CHEST 1: Gold, 1x Frost Sling (Thrown Class)

          CHEST 2: Gold, 1x Potion of Shield of Faith (+5)

          CHEST 3: Gold, 1x Wand of Magic Missles (5th Level)


          Then, once you leave this area, you are taken to the End of
          Adventure screen, so, as you can see, the only way to get these
          items is to play this mission twice. Finishing the mission by
          talking to the door witht the face when you know the password
          given to you by the crow outside the Tower of Crows opens up
          the witches home, Undome. Until you talk to the face door with the
          password, you can replay the first area of this mission as many
          times as you want. I have found out on the forums that you can get
          into the second area again, but I haven't been able to when I tried
          it seems that is you want the treasure again, you cannot kill the
          Erinyes.


M1.7. Mission Seven - The Druid
-------------------------------

          Level Information
          *****************

          Party Members: 6
          Recommended level: 3rd
          Background: In the dark stinkwoods of Linaewen, find the old Druid
                      of the forest and ask him about Athearorn
          Quest XP reward: 1200XP
          XP from Kills: 9000
          Gold Acquired: 738
          Chests: 8
          Monsters: 1 Goblin Warrior, AC: 15; Hp: 9
                    8 Goblin Archers, AC: 13; Hp: 9
                    3 Goblin Shamans, AC: 13; Hp: 21
                    3 Bugbear Fighters, AC: 17; Hp: 18
                    1 Fiend Spider, AC: 11; Hp: 29
                    4 Wolves, AC: 14; Hp: 10

          Once you start the level, Sindarel, our Elven friend from the start
          of the Elfwood mission, approaches the party and offers another grim
          warning of monsters about. Once he leaves, move your party forward
          along the wooden walkway towards the first chest. Once you reach
          the first intersection, you are attacked by several Goblins and a
          Goblin Shaman, who are supported by a Bugbear. There are three
          Chests that you can reach during this first fight. Beware, there is
          a trap located along the walkway. Once again, you will need a ranged
          weapon to open up the walkway by shooting the capstan. None of these
          chests are locked.

          CHEST 1: 1x Shortbow (Bow Class), 1x Light Crossbow (Xbow Class),
                   1x Case of Bolts, 1x Quiver of Arrows

          CHEST 2: Gold, 1x Composite Longbow (Bow Class), 1x Quiver of
                   Masterwork Arrows

          CHEST 3: Gold, 1x Greataxe (Axe Class), 1x Potion of Cure Light
                   Wounds, 1x Quiver of Masterwork Arrows

          Once you pass near the Stonehenge like arch, you here for the first
          time the name of an acient war, and the name of the only surviving
          city, the Dragon city of Aharadum. Once you pass under the arch,
          you will trigger another combat. This one features several Goblins,
          a pair of Shamans, some more Bugbears, and a Fiend Spider.
          There is also several chests to be had. The first chest, located on
          the wooden platform near the first Shaman is not locked. The next
          two chests, on near the edge of the cliff, one behind a wall of
          rock, are not locked either.

          CHEST 4: Scarecrow (Light Armor), 1x Potion of Bull's Strength

          CHEST 5: Gold, 1x Little Brother (Xbow Class), 1x Scroll of Fireball
                   1x Potion of Heroism

          CHEST 6: Gold, Long Memory (Polearm Class)

          Once you have looted the chest containing Long Memory, you will have
          more then likely killed all the enemies apart from one Goblin Archer
          and a Shaman. There are only two more chests. The one on the walkway
          is not locked.

          CHEST 7: Gold, 1x Dagger (Light Sword Class), 1x Potion of
                   Neutralise Poison, 1x Scroll of Bear's Endurance

          As you approach the next hill/cliff, you are attacked by a quad of
          wolves. Make sure that you loot the last chest before killing the
          last wolf, as killing the last one ends the level.

          CHEST 8: Gold, 1x Black Arm (Heavy Armor), 1x Scroll of Barkskin,
                   1x Potion of Cure Moderate Wounds

          Once the wolves are dead, you are treated to a dialogue about how
          you cannot resurrect a body that has no head. However, once your
          Cleric has Raise Dead available, he can bring headless bodies to
          life. (I learnt this from fighting the dreaded Mind Flayer)

M1.8. Mission Eight - The Tower
-------------------------------

          Level Information
          *****************

          Party Members: 6
          Recommended level: 4th
          Background: Explore the haunted Tower of Crows for clues to the name
                      Athearorn.
          Note: As this adventure is spread over two levels, there are two
                totals for all the XP etc. Monsters on the second level
                are marked with a #
          Quest XP reward: 300XP + 600XP
          XP from Kills:
          Gold Acquired:
          Chests: 5 + 2
          Monsters: 4 Zombies, AC: 11; HP: 13
                    2 Zombie Warriors, AC: 16; HP: 28
                      Ghast, AC: 15; HP: 25
                      Wight, AC: 15; HP: 34
                    3 Medium Earth Elementals, AC: 18; HP: 44
                      Ghoul, AC: 14; HP: 14

          You start this mission at the edge of a flight of stairs, in the
          outer-most area of the tower. Once you move forward past the first
          corner, you are attacked by a group of four Zombies, accompainied
          by a single Zombie Warrior. The Zombie Warrior and two of the
          Zombies are in front of the party, the other two appear on the
          stairs that the party must of climb to get into the tower. Turn
          Undead is a skill that will serve you well here and in other
          parts of the tower.

          Once you have defeated the Zombies, move round to the door. As soon
          as you have opened it, you are attacked new types of Undead, a
          Wight and a Ghast. A Ghast is similar to apperance as a Zombie, but
          with the addded ability to paralyse anything it hits, whereas the
          Wight is extremely dangerous to characters that rely on Wisdom, as
          each hit can deal Wisdom damage, and there is no in game way to heal
          that damage until you rest or complete the adventure.

          To the characters right as you enter the room, there is a door
          that opens up to reveal a chest. The square in front of the door is
          trapped. The chest is locked.

          CHEST 1: Gold, 1x Masterwork Trident (Polearm Class), 1x Cloak of
                   Charisma +2, 1x Scroll of Darkvision

          Move down the short corridor to the left of the entrance to the
          room and deal with the Zombie that pops up. Try to have your
          characters well prepared with buff spells, as in the next room there
          are two Medium Earth Elementals to fight. They have a few attacks,
          so make sure you have Clerics near your fighters to heal as needed.

          Once you have dealt with the Elementals, leave the room by the
          other exit. There is a trap on the floor in front of the exit
          to this room, so be wary. The two chests in this room are unlocked.

          CHEST 2: Gold, 1x Bracers of Armor +1, 1x Potion of Barkskin, 1x
                   Turtlesnap (Light Armor)

          CHEST 3: Gold, 1x Mithral Chain Shirt (Light Armor)

          Leave this treasure room, and go through the exit. In this next
          room, which is identical in shape to the room where you fought the
          Earth Elementals, there is another Earth Elemental, as well as a
          Ghoul. Neither of these enemies should prove to be a problem, so
          once you have beaten them, loot the locked chest in this room.

          CHEST 4: Gold, 1x Wand of Burning Hands, 1x Potion of Mage Armor,
                   1x Potion of Blur.

          Leave the room using the other door, and once you pass through a
          short corridor, you are confronted by a pair of Wights and a Zombie
          Warrior. Remove them from your path, and directly across from where
          you entered the room, you should see a small room leading to a
          unlocked chest.

          CHEST 5: Gold, 1x Scroll of Melf's Acid Arrow, 1x Potion of
                   Darkvision, 1x Warspite (Axe Class)

          As you leave the room, you will be attacked by the last of the
          elementals on this level, and if you move down that corridor far
          enough, you will also come under fire from a pair of Skeleton
          Archers. The path leading to the Skeleton Archers is fairly narrow
          so you will only be able to move the characters into Melee range
          one at a time.

          Once you have dropped all these targets, proceed up the stairs
          behind the Skeleton Archers and onto the second level. Doing this
          will flash up the "End of Adventure" screen, but instead of being
          returned to the World Map, you are kicked straight into the next
          level of the tower.

          #Start of the second level#

          Your characters start, strangely enough, at the top of the flight
          of stairs that they climbed up at the end of the last level (funny
          that). You are confronted by a single Zombie as you move forward.
          Once you have dealt with it, buff up your characters, as there is
          a Wizard up ahead who is at least 5th level. Once you move into the
          room, the Wizard asks you to end his life, as he is tired of it.
          A battle will then start, with two Ghouls, Two Zombie Warriors and
          a Wight coming from rooms hidden to the side of the one containing
          the wizard. Make note of the rooms, as the area's two chests are in
          them (one in each room). You will need to loot them before you
          finish the wizard, as killing him takes you to the "End of
          Adventure" Screen.

          CHEST 1: Gold, 1x Potion of Invisibility

          CHEST 2: Gold, 1x Potion of Barkskin +5

          Once you have completed the level, you recieve the Svernkaegro Seal,
          a magic ring that adds to a Cleric or Paladin's Turn Undead skill,
          and you are taken to a cut scene, where a crow reveals to your
          party the password to enter the witches home, Undome, via the area
          known as Spiderspike Hollow.

M1.9. Mission Nine - The Witch
------------------------------

          Level Information
          *****************

          Party Members: 6
          Recommended level: 5th
          Background: In the caves and hollows of Undome, save the witch
                      Entelesse, who is in grave danger.
          Quest XP reward: 900XP
          XP from Kills:
          Gold Acquired:
          Chests: 5
          Monsters:

          You start the level with your characters just inside the door that
          you needed the password for in the previous area (Spiderspike),
          with a set of double doors ahead of you. Your main character
          mentions that you should be wary of traps, and there are a few in
          this level, so have your Rogue at the front of the party when you
          are not in combat, so the traps become visible. Failing that, a
          character will a high Search skill will do.

          Once you proceed through the doors, you are attacked by two wolves,
          and if you move to far down the passageway to the right of the door,
          you will also gain the attention of a further two wolves and a
          werewolf. Once you have dealt with these five threats, move down the
          passage directly opposite the door, (there is nothing of further
          interest down the passage that the werewolf came from, except a
          largish fight, one that is handled better by coming to it from
          a different corridor), as you move forward, to the party's right is
          a chamber that contains a wolf and the areas first chest. The square
          in front of the chest will also grant you access to your first trap.
          Once you have dealt with the wolf and the trap, you can open the
          locked chest.

          CHEST 1: Gold, 1x Quiver of Silver Arrows, 1x Scroll of Ice Storm

          As you move further down this passage, you will come to a split in
          the tunnel, one of the tunnels opens up into a large outdoor room,
          and the other tunnel leads round to the door to the witch's home.
          When you reach this junction, you are attacked by two werewolves,
          and possibly a third which lurks up the tunnel leading to the
          witch's home. Try not to move too near the outdoor chamber, as there
          are several wolves and a Dire Wolf residing there. A Dire Wolf is
          a much larger version of a wolf, dealing more damage, and having
          more Hp than your standard wolf. Once you have dealt with the
          werewolves and the wolves in the outdoor chamber, go back to the
          junction, and head towards the witch's home. The passageway is
          heavily trapped, so be careful. You should come up to a set of
          double doors. These doors are locked and have traps placed on the
          squares directly in front of them. Disarm the traps if possible,
          then unlock the doors. The first chamber is octangler, and contains
          two werewolves and five normal wolves. Once you have dealt with
          these enemies, you have three options. First, open the door that is
          in the left hand wall as you entered the chamber (camera behind
          party), dispose of the wolf that guards this areas second chest.
          The chest is unlocked.

          CHEST 2: Gold, 1x Langblade (Polearm Class)

          Next proceed up the left-diagonal passageway, where you will find
          another door at the end of the kitchen-type room. Inside this room
          is another werewolf, and the areas third chest, which is unlocked.

          CHEST 3: Gold, 1x Beastbane (Blunt Class)

          Now, return to the octangonal room, and go through the only door
          you haven't tried. Behind this door are a wolf and werewolf combo,
          so have your fighters ready for them, as they will try to block your
          characters from moving any further into the room. Once you have
          killed them, you have a choice of three doors. With the camera
          behind the party, so that the door that the party came through is
          at south, the west door leads to the boss and the missions end,
          the north door leads to two rooms, the first containing a wolf, and
          the second containing a werewolf guarding a chest. The chest is
          unlocked.

          CHEST 4: Gold, 1x Potion of Cure Moderate Wounds, 1x Wand of Burning
                   Hands

          The eastern door leads to a unlocked chest. Loot the chest, and
          move your party to the western door, buffing your characters before
          you open it.

          CHEST 5: Gold, 1x Quiver of Silver Arrows

          Once you have buffed your characters, open the door. In here, you
          find the witch, Entelesse, under attack. She has a Wand of Magic
          Missiles and access to 3rd level spells, so she can look after
          herself for a few turns. To get to her though, you will have to
          fight two wolves, two werewolves and a Dire Wolf. The last enemy
          in this room is the Werewolf Khan, the leader of the wolves.
          Killing him nets you the "End of Adventure" screen, a cut-scene
          about where to go next, and Paper Cut, a nice silver dagger.


 _   _   _   _   _   _   _   _   _   _   _   _   _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( S | h | o | p | s | a | n | d | I | t | e | m | s )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/


S1. Shops
=========

For hirelings, for lack of a better term, have their stats and skills listed
for first level. Any skills that are not at 4 ranks have the number in
brackets next to them. The items are listed according to their type, with any
magical weapons/armor availble at that shop in a seperate table. The magic
weapons and armor have their names listed, refer to the Item section for each
weapon and armor individual stats. All weapons with the same name posses the
same magical abilities. Any weapon marked with a * are unique weapons, with
only one of it in the entire game. These weapons usually posses extra special
enchantments, such as adding fire damage to the attacks made with it. The same
applies to armor, with armor posses such enchantments as elemental resistance.
Shields are included in the Armor section(s) of each shop, however, they have
their own section in the items chapter, just to keep things easy to find.

S1.1. Arion Adventurer's Guild
------------------------------

    Characters for hire
    *******************

          None

    Items for Sale
    **************

          +----------------+--------+
          | Weapon's       |  Cost  |
          +----------------+--------+
          | Battleaxe      |   10gp |
          | Club           |    1gp |
          | Dagger         |    2gp |
          | Dart           |    1gp |
          | Dire Flail     |   90gp |
          | Flail          |    8gp |
          | Greatclub      |    5gp |
          | Handaxe        |    6gp |
          | Heavy Mace     |   12gp |
          | Heavy Pick     |    8gp |
          | Javelin        |    1gp |
          | Light Crossbow |   35gp |
          | Light Hammer   |    1gp |
          | Light Mace     |    5gp |
          | Light Pick     |    4gp |
          | Longbow        |   75gp |
          | Longspear      |    5gp |
          | Longsword      |   15gp |
          | Morningstar    |    8gp |
          | Orc Double Axe |   60gp |
          | Quarterstaff   |    1gp |
          | Scimitar       |   20gp |
          | Short Sword    |   10gp |
          | Shortbow       |   30gp |
          | Shortspear     |    1gp |
          | Sickle         |    6gp |
          | Sling          |    1gp |
          | Spear          |    2gp |
          | Throwing Axe   |    8gp |
          | Trident        |   15gp |
          | Warhammer      |   12gp |
          | Arrows         |    1gp |
          | Bolts          |    1gp |
          | Bolt Magazine  |    1gp |
          | Bullets        |    1gp |
          +----------------+--------+
          | Masterwork Weapons      |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Armor                   |
          +----------------+--------+
          | Padded Armor   |    5gp |
          | Leather Armor  |   10gp |
          | Hide Armor     |   15gp |
          | Studded Leather|        |
          |          Armor |   25gp |
          | Scalemail Armor|   50gp |
          | Chainshirt     |        |
          |          Armor |  100gp |
          | Chainmail Armor|  150gp |
          | Breastplate    |  200gp |
          | Splint Armor   |  200gp |
          | Half-Plate     |        |
          |          Armor |  600gp |
          | Full Plate     |        |
          |          Armor | 1500gp |
          | Buckler        |   15gp |
          | Tower Shield   |   30gp |
          | Light Wooden   |        |
          |         Shield |    3gp |
          | Light Steel    |        |
          |         Shield |    9gp |
          | Heavy Wooden   |        |
          |         Shield |    7gp |
          | Heavy Steel    |        |
          |         Shield |   20gp |
          +----------------+--------+
          | Masterwork Armor        |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Potions and Oils        |
          +----------------+--------+
          | Cure Light     |        |
          |         Wounds |  150gp |
          +----------------+--------+
          |Scrolls                  |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Misc & Misc Magic Items |
          +----------------+--------+
          | Torch          |    1gp |
          +----------------+--------+

S1.2. Jorhelling Temple
-----------------------

    Characters for hire
    *******************

          Stiger of Saxa
          Human Cleric of St. Cuthbert
          Stats:  Str: 12
                  Dex: 10
                  Con: 10
                  Int:  9
                  Wis: 15
                  Cha: 15
          Skills: Concentration, Heal, Spellcraft
          Feats: Cleric Default Feats, Improved Turning, Extra Turning

          Dagmar
          Dwarf Cleric of Nerull
          Stats:  Str: 10
                  Dex:  9
                  Con: 14
                  Int: 10
                  Wis: 16
                  Cha: 12
          Skills: Concentration(2), Heal(2), Spellcraft(2),
                  Knowledge(Arcane)(2)
          Feats: Cleric Default Feats,Default Dwarf Abilities, Spell
                 Penetration

          Floisa
          Human Paladin
          Stats:  Str: 13
                  Dex: 12
                  Con: 10
                  Int: 10
                  Wis: 14
                  Cha: 14
          Skills: Sense Motive, Heal, Knowledge (Religion)
          Feats: Paladin Default Feats, Improved Initative, Power Attack

          Ander
          Human Paladin
          Stats:  Str: 14
                  Dex: 12
                  Con: 12
                  Int: 10
                  Wis: 12
                  Cha: 13
          Skills: Sense Motive, Heal, Knowledge (Religion)
          Feats: Default Paladin Feats, Improved Initative, Lightning Reflexes

    Items for Sale
    **************

          +-------------------+--------+
          | Weapons           |  Cost  |
          +-------------------+--------+
          | N/A               |        |
          +-------------------+--------+
          | Masterwork Weapons         |
          +-------------------+--------+
          | N/A               |        |
          +-------------------+--------+
          | Armor                      |
          +-------------------+--------+
          | N/A               |        |
          +-------------------+--------+
          | Masterwork Armor           |
          +-------------------+--------+
          | N/A               |        |
          +-------------------+--------+
          | Potions and Oils           |
          +-------------------+--------+
          | Aid               |  300gp |
          | Barkskin (+2)     |  300gp |
          | Bless Weapon      |  100gp |
          | Bear's Endurance  |  300gp |
          | Bull's Strength   |  300gp |
          | Cat's Grace       |  300gp |
          | Eagle's Splendor  |  300gp |
          | Fox's Cunning     |  300gp |
          | Owl's Wisdom      |  300gp |
          | Mage Armor        |   50gp |
          | Remove Deaf/Blind |  750gp |
          | Delay Poison      |  300gp |
          | Remove Fear       |   50gp |
          | Shield of         |        |
          |        Faith (+2) |   50gp |
          | Cure Light Wounds |   50gp |
          | Cure Moderate     |        |
          |            Wounds |  300gp |
          | Greater Magic     |        |
          |       Weapon (+1) |  750gp |
          | Blur              |  300gp |
          +-------------------+--------+
          | Scrolls                    |
          +-------------------+--------+
          | Cure Minor Wounds |   13gp |
          | Inflict Minor     |        |
          |            Wounds |   13gp |
          | Light             |   13gp |
          | Resistance        |   13gp |
          | Virtue            |   13gp |
          | Bless             |   25gp |
          | Cause Fear        |   25gp |
          | Cure Light Wounds |   25gp |
          | Doom              |   25gp |
          | Inflict Light     |        |
          |            Wounds |   25gp |
          | Shield of Faith   |   25gp |
          | Summon Monster 1  |   25gp |
          | Summon Natural    |        |
          |            Ally 1 |   25gp |
          | Barkskin          |  150gp |
          | Bear's Endurance  |  150gp |
          | Bull's Strength   |  150gp |
          | Cat's Grace       |  150gp |
          | Cure Moderate     |        |
          |            Wounds |  150gp |
          | Inflict Moderate  |        |
          |            Wounds |  150gp |
          | Summon Monster 2  |  150gp |
          | Summon Nature's   |        |
          |            Ally 2 |  150gp |
          | Animate Dead      |  625gp |
          | Blindness/Deafness|  375gp |
          | Cure Serious      |        |
          |            Wounds |  375gp |
          | Darkvision        |  375gp |
          | Dispel Magic      |  375gp |
          | Inflict Serious   |        |
          |            Wounds |  375gp |
          | Neutralise Poison |  375gp |
          | Remove Blindness  |  375gp |
          | Remove Disease    |  375gp |
          | Summon Monster 3  |  375gp |
          | Summon Nature's   |        |
          |            Ally 4 |  700gp |
          +-------------------+--------+
          | Misc & Misc Magic Items    |
          +-------------------+--------+
          | Phylactery of     |        |
          |    Undead Turning | 11000gp|
          | Periapt of        |        |
          |         Wisdom +4 | 16000gp|
          | Cloak of          |        |
          |       Charisma +2 |  400gp |
          +-------------------+--------+

S1.3. Estmanndal Merchant
-------------------------

    Characters for hire
    *******************

          None

    Items for sale
    **************

          +----------------+--------+
          | Weapon's       |  Cost  |
          +----------------+--------+
          | Dwarven Urgrosh|   50gp |
          | Dwarven Waraxe |   30gp |
          | Gnome Hooked   |        |
          |         Hammer |   20gp |
          | Shuriken       |    1gp |
          | Arrows         |    1gp |
          | Bolts          |    1gp |
          | Bolt Magazine  |    1gp |
          | Bullets        |    1gp |
          +----------------+--------+
          |Masterwork Weapon's      |
          +----------------+--------+
          | Bastard Sword  |  335gp |
          | Battleaxe      |  310gp |
          | Club           |  300gp |
          | Dagger         |  302gp |
          | Falchion       |  375gp |
          | Glaive         |  308gp |
          | Greataxe       |  320gp |
          | Great Sword    |  350gp |
          | Guisarme       |  309gp |
          | Halberd        |  310gp |
          | Heavy Crossbow |  350gp |
          | Heavy Mace     |  312gp |
          | Heavy Pick     |  308gp |
          | Light Crossbow |  335gp |
          | Composite      |        |
          |        Longbow |  400gp |
          | Composite      |        |
          |   Longbow (S1) |  500gp |
          | Composite      |        |
          |   Longbow (S2) |  600gp |
          | Longsword      |  315gp |
          | Morningstar    |  308gp |
          | Orc Doubleaxe  |  660gp |
          | Ranseur        |  310gp |
          | Rapier         |  320gp |
          | Scimitar       |  315gp |
          | Short Sword    |  310gp |
          | Composite Short|        |
          |            Bow |  375gp |
          | Composite Short|        |
          |        Bow (S1)|  475gp |
          | Composite Short|        |
          |        Bow(S2) |  575gp |
          | Trident        |  315gp |
          | 2-Bladed Sword |  700gp |
          | Warhammer      |  312gp |
          | Arrows         |  140gp |
          | Bolts          |   70gp |
          | Bullets        |   70gp |
          +----------------+--------+
          | Armor                   |
          +-------------------------+
          | N/A            |        |
          +----------------+--------+
          | Masterwork Armor        |
          +----------------+--------+
          | Studded Leather|  175gp |
          | Scalemail      |   50gp |
          | Chainshirt     |  250gp |
          | Chainmail      |  300gp |
          | Breastplate    |  350gp |
          | Splint Armor   |  350gp |
          | Light Wooden   |        |
          |         Shield |  153gp |
          | Light Steel    |        |
          |         Shield |  159gp |
          +----------------+--------+
          | Potions and Oils        |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Scrolls                 |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Misc & Misc Magic Items |
          +-------------------------+
          | Torch          |    1gp |
          +----------------+--------+


S1.4. Saxa Court
----------------

    Characters for Hire
    *******************

          Danil
          Human Bard
          Stats: Str: 12
                 Dex: 14
                 Con: 11
                 Int: 14
                 Wis:  8
                 Cha: 14
          Skills: Bluff, Concentration, Escape Artist, Hide, Spot(2),
                  Perform, Use Magic Device, Listen, Move Silently
          Feats: Default Bard Feats, Stealthy, Lightning Reflexes.


          Valathia Nailo
          Elven Bard
          Stats: Str: 11
                 Dex: 16
                 Con: 10
                 Int: 14
                 Wis:  8
                 Cha: 14
          Skills: Concentration, Spellcraft, Spot(2), Perform, Listen, Use
                  Magic Device, Move Silently, Hide
          Feats: Default Bard Feats, Default Elf Abilities, Dodge

   Items for Sale
   **************

          +----------------+--------+
          | Weapon's       |  Cost  |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Masterwork Weapons      |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Armor                   |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Masterwork Armor        |
          +-------------------------+
          | N/A            |        |
          +----------------+--------+
          | Potions and Oils        |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Scrolls                 |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Misc & Misc Magic Items |
          +----------------+--------+
          | Bracers of     |        |
          |       Armor +3 | 9000gp |
          | Amulet of      |        |
          |      Health +4 |16000gp |
          | Ring of        |        |
          |  Protection +2 | 8000gp |
          +----------------+--------+

          +================+=========+
          | Magic Weapons  |   Cost  |
          +================+=========+
          | Sharpsteel     |  8320gp |
          | First Tooth    |  2302gp |
          | Long Memory    |  8309gp |
          | The Twin       |  8660gp |
          | Truthkiller    | 18335gp |
          | Bellyslit      | 18310gp |
          | Langblade      |  8308gp |
          | Battlebride    | 18350gp |
          | Bladetrap      | 18310gp |
          | Tallfellow     | 18310gp |
          | Thirstblade    | 18700gp |
          | Selene*        |  2398gp |
          | Skrep*         | 98315gp |
          | Umhrohir*      | 50310gp |
          | Elian Surebolt*| 18335gp |
          | Angarvadil*    | 50600gp |
          | Soulreaver*    | 18320gp |
          | Moonkiller*    | 50530gp |
          +================+=========+
          | Magic Armor              |
          +================+=========+
          | Toroth Nar     |  4155gp |
          | Vingan's Gift  |  4750gp |
          | Glancer        |  5650gp |
          | Ursis          |  4153gp |
          | Iron Wall      |  9170gp |
          | Temple Head    | 16175gp |
          | Pangolin       |  9300gp |
          | Rede Byrnie*   | 36300gp |
          | Dornor Arrow   |         |
          |          Ward* |  9159gp |
          | Seven Wind     |         |
          |       Catcher* | 16153gp |
          | Frost Scathe   | 22200gp |
          +================+=========+


S1.5. Issa Vale Forest Moot
---------------------------

    Characters for Hire
    *******************

          Ellirra
          Human Druid
          Stats: Str: 11
                 Dex: 14
                 Con: 12
                 Int: 10
                 Wis: 16
                 Cha:  8
          Skills: Knowledge (Nature), Concentration, Spellcraft, Spot,
                  Survival
          Feats: Default Druid Feats, Dodge, Point Blank Shot

          Solis
          Elven Druid
          Stats: Str: 13
                 Dex: 14
                 Con: 12
                 Int: 10
                 Wis: 15
                 Cha:  8
          Skills: Knowledge(Nature)(2), Concentration, Spellcraft, Spot,
                  Survival(2)
          Feats: Default Druid Feats, Default Elf Abilities, Spell Peneration

          Leithra
          Half-Elven Ranger
          Stats: Str: 11
                 Dex: 14
                 Con: 12
                 Int: 12
                 Wis: 14
                 Cha: 10
          Skills: Concentration, Hide, Knowledge(Nature), Search, Spot,
                  Survival, Move Silently
          Feats: Default Ranger Feats, Default Half-Elf Abilities, Point
                 Blank Shot

          Reic
          Half-Elven Ranger
          Stats: Str: 13
                 Dex: 12
                 Con: 12
                 Int: 12
                 Wis: 14
                 Cha: 10
          Skills: Concentration, Hide, Knowledge (Dungeoneering), Search,
                  Spot, Survival, Listen
          Feats: Default Ranger Feats, Default Half-Elf Abilities, Weapon
                 Focus (Heavy Sword)

   Items for sale
   **************

          +----------------+--------+
          | Weapons       |  Cost  |
          +----------------+--------+
          | Arrows         |    1gp |
          | Bullets        |    1gp |
          | Silver Arrows  |   90gp |
          +----------------+--------+
          | Masterwork Weapons      |
          +----------------+--------+
          | Arrows         |  140gp |
          | Bullets        |   70gp |
          +----------------+--------+
          | Armor          |        |
          +----------------+--------+
          | Mithral Shirt  | 1100gp |
          +----------------+--------+
          | Masterwork Armor        |
          +----------------+--------+
          | Hide           |  165gp |
          +----------------+--------+
          | Potions and Oils        |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Scrolls                 |
          +----------------+--------+
          | N/A            |        |
          +----------------+--------+
          | Misc & Misc Magic Items |
          +----------------+--------+
          | Boots of       |        |
          |       Striding | 5500gp |
          | Amulet of      |        |
          |  Natural Armor | 2000gp |
          | Gloves of      |        |
          |   Dexterity +2 | 4000gp |
          | Cloak of       |        |
          |      Elvenkind | 2500gp |
          +----------------+--------+

          +=================+=========+
          | Magic Weapons   |   Cost  |
          +=================+=========+
          | Flaming Bullets | 18350gp |
          | Arrows of Icy   |         |
          |           Burst | 18350gp |
          | Arrows of       |         |
          |         Seeking | 32350gp |
          | Throat Ache     | 18500gp |
          | Dandy Longfellow| 50500gp |
          | The Sovereign   | 32375gp |
          | Swallowtail     |  8475gp |
          | Long Arm Lally  | 18575gp |
          | Eye Of The Bull | 32330gp |
          | Stick Is My     |         |
          |          Friend |  8600gp |
          | Wyrmbiter       | 18315gp |
          | Green Skinner*  |  8310gp |
          | Snowbride*      | 32305gp |
          | Blackadder*     | 18300gp |
          | Blood Moon      |  2396gp |
          | Three Winds     |         |
          |          Rising | 32375gp |
          | Wulfsplinter    | 18450gp |
          | Flame of Ruath  |  8335gp |
          +=================+=========+
          | Magic Armor               |
          +=================+=========+
          | Scarecrow       |  1155gp |
          | Turtlesnap      |  1160gp |
          | Fang Ward       |  1165gp |
          | Life Line       | 16157gp |
          | Urothim's Hold  |  4165gp |
          | Spearfoe (Armor |  4350gp |
          | Shieldwall      |  9159gp |
          | Three Bolts     |  9400gp |
          | Swordbane       | 17650gp |
          | Nine Guards Of  |         |
          |      The Tumult | 27165gp |
          | Wyrd Bane       | 49160gp |
          | Brodrigg        |         |
          |       Stormhold | 25170gp |
          +=================+=========+


S1.6. Elerin Wizard's School
----------------------------

    Characters for Hire
    *******************

          Ria Lostsoul
          Half-Elven Sorcerer
          Stats: Str:  8
                 Dex: 12
                 Con: 12
                 Int: 11
                 Wis: 12
                 Cha: 16
          Skills: Knowledge (Arcane)(2), Concentration(3), Spellcraft(3)
          Feats: Default Sorcerer Feats, Default Half-Elf Abilities, Spell
                 Penetration

          Doon Ironhide
          Gnome Sorcerer
          Stats: Str:  6
                 Dex: 14
                 Con: 14
                 Int: 14
                 Wis:  9
                 Cha: 15
          Skills: Knowledge (Arcane), Concentration, Spellcraft, Spot(2)
          Feats: Default Sorcerer Feats, Default Gnome Abilities, Toughness

          Waylinck
          Gnome Wizard
          Stats: Str:  7
                 Dex: 10
                 Con: 16
                 Int: 16
                 Wis: 12
                 Cha: 10
          Skills: Knowledge (Arcane), Knowledge (Dungeoneering),
                  knowledge (The Planes), Concentration, Spellcraft
          Feats: Default Wizard Feats, Default Gnome Abilities, Spell
                 Penetration

          Beaucade Gallo
          Halfling Wizard
          Stats: Str:  9
                 Dex: 16
                 Con: 10
                 Int: 16
                 Wis: 10
                 Cha: 10
          Skills: Knowledge (Dungeoneering), Knowledge (Nature),
                  Knowledge (The Planes), Concentration, Spellcraft
          Feats: Default Wizard Feats, Default Halfling Abilities, Toughness

    Items for sale
    **************

          +------------------+--------+
          | Weapons          |  Cost  |
          +------------------+--------+
          | N/A              |        |
          +------------------+--------+
          | Masterwork Weapons        |
          +---------------------------+
          | N/A              |        |
          +------------------+--------+
          | Armor                     |
          +------------------+--------+
          | N/A              |        |
          +------------------+--------+
          | Masterwork Armor          |
          +------------------+--------+
          | N/A              |        |
          +------------------+--------+
          | Potions and Oils          |
          +------------------+--------+
          | Barkskin +3      |  600gp |
          | Barkskin +4      |  900gp |
          | Cure Serious     |        |
          |         Wounds   |  750gp |
          | Darvision        |  300gp |
          | Flame Arrow      |  750gp |
          | Remove Disease   |  750gp |
          | Remove           |        |
          |      Paralysis   |  300gp |
          | Greater Magic    |        |
          |      Weapon +2   | 1200gp |
          | Greater Magic    |        |
          |      Weapon +3   | 1800gp |
          | Haste            |  750gp |
          | Heroism          |  750gp |
          | Invisiblity      |  300gp |
          | Magic Weapon     |   50gp |
          | Neutralise       |        |
          |         Poison   |  750gp |
          | Shield Of        |        |
          |       Faith +3   |  300gp |
          | Shield Of        |        |
          |       Faith +4   |  600gp |
          +------------------+--------+
          | Scrolls                   |
          +---------------------------+
          | Acid Splash      |   13gp |
          | Daze             |   13gp |
          | Disrupt Undead   |   13gp |
          | Ray of Frost     |   13gp |
          | Touch of Fatigue |   13gp |
          | Burning Hands    |   25gp |
          | Chill Touch      |   25gp |
          | Cure Light Wounds|   25gp |
          | Mage Armor       |   25gp |
          | Magic Missile    |   25gp |
          | Sleep            |   25gp |
          | Summon Monster 1 |   25gp |
          | Bear's Endurance |  150gp |
          | Blindness/       |        |
          |         Deafness |  150gp |
          | Blur             |  150gp |
          | Bull's Strength  |  150gp |
          | Cat's Grace      |  150gp |
          | Darkvision       |  150gp |
          | Invisiblity      |  150gp |
          | Melf's Acid Arrow|  150gp |
          | Summon Monster 2 |  150gp |
          | Cure Moderate    |        |
          |           Wounds |  200gp |
          | Blink            |  375gp |
          | Dispel Magic     |  375gp |
          | Fireball         |  375gp |
          | Flame Arrow      |  375gp |
          | Haste            |  375gp |
          | Lightning Bolt   |  375gp |
          | Slow             |  375gp |
          | Summon Monster 3 |  375gp |
          +------------------+--------+
          | Misc & Misc Magic Items   |
          +------------------+--------+
          | Cloak of         |        |
          |       Resistance | 1000gp |
          | Headband of      |        |
          |        Intellect |16000gp |
          | Periapt of Health| 7500gp |
          +------------------+--------+
          | Rings                     |
          +---------------------------+
          | Minor Acid       |        |
          |       Resistance |12000gp |
          | Minor Cold       |        |
          |       Resistance |12000gp |
          | Minor Electricity|        |
          |       Resistance |12000gp |
          | Minor Fire       |        |
          |       Resistance |12000gp |
          | Minor Sonic      |        |
          |       Resistance |12000gp |
          | Protection +1    | 2000gp |
          | Force Shield     | 8500gp |
          +------------------+--------+
          | Wands                     |
          +---------------------------+
          | Call Lightning   |18000gp |
          | Contagion        |11250gp |
          | Dispel Magic (5) |11250gp |
          | Fear             |21000gp |
          | Fireball (6)     |13500gp |
          | Lightning (5)    |11250gp |
          | Melf's Acid Arrow| 4500gp |
          | Neutralise       |        |
          |           Poison |21000gp |
          | Poison           |21000gp |
          | Slow             |11250gp |
          +------------------+--------+


S1.7. The Eastings Mercenary Guild
----------------------------------

    Characters for Hire
    *******************

          Gromfeng
          Half-Orc Barbarian
          Stats: Str: 18
                 Dex: 14
                 Con: 14
                 Int:  6
                 Wis: 11
                 Cha:  6
          Skills: Indimidate, Survival
          Feats: Default Barbarian Feats, Default Half-Orc Abilities, Power
                 Attack

          Erin Von Marsh
          Human Fighter
          Stats: Str: 14
                 Dex: 16
                 Con: 14
                 Int:  8
                 Wis: 10
                 Cha:  9
          Skills: Intimidate, Escape Artist(2)
          Feats: Default Fighter Feats, Point Blank Shot, Rapid Shot, Weapon
                 Focus (Bow)

          Kendra Tealeaf
          Halfling Barbarian
          Stats: Str: 14
                 Dex: 17
                 Con: 14
                 Int:  8
                 Wis:  9
                 Cha:  8
          Skills: Indimidate, Survival, Listen
          Feats: Default Barbarian Feats, Default Halfling Abilities, Point
                 Blank Shot

          Durn Shorthaft
          Dwarf Fighter
          Stats: Str: 16
                 Dex: 14
                 Con: 16
                 Int:  8
                 Wis: 11
                 Cha:  6
          Skills: Intimidate
          Feats: Default Fighter Feats, Default Dwarf Abilities, Dodge,
                 Combat Reflexes

          Iyesa Tirn
          Human Pyschic Warrior
          Stats: Str: 14
                 Dex: 14
                 Con: 10
                 Int:  9
                 Wis: 16
                 Cha:  8
          Skills: Search(2), Spot(2)
          Feats: Default Pyschic Warrior Feats, Dodge, Improved Initative,
                 Power Attack

          Maldir
          Half-Elven Pyschic Warrior
          Stats: Str: 16
                 Dex: 14
                 Con: 11
                 Int:  8
                 Wis: 14
                 Cha:  8
          Skills: Autohypnosis
          Feats: Default Pyschic Warrior Feats, Default Half-Elf Abilities,
                 Psionic Weapon (Psionic), Weapon Focus (Heavy Sword)

    Items for Sale
    **************

          +-----------------+--------+
          | Weapons         |  Cost  |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Masterwork Weapons       |
          +-----------------+--------+
          | Arrows          |  140gp |
          | Bolts           |   70gp |
          | Bullets         |   70gp |
          +-----------------+--------+
          | Armor                    |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Masterwork Armor         |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Potions and Oils         |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Scrolls                  |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Misc & Misc Magic Items  |
          +-----------------+--------+
          | Bracers of      |        |
          |        Armor +1 | 1000gp |
          | Boots of        |        |
          |        Striding | 5500gp |
          +-----------------+--------+

          +=================+==========+
          | Magic Weapons   |   Cost   |
          +=================+==========+
          | North Beater    |   2355gp |
          | Warspite        |   2310gp |
          | Fang            |   2302gp |
          | Two Brothers    |   8690gp |
          | Orcsticker      |   8650gp |
          | Death Smith     |   2330gp |
          | Torch Of The    |          |
          |           Blood |   2375gp |
          | Whirligig       |   2308gp |
          | Legbiter        |   2308gp |
          | Kobold's Ache   |   2620gp |
          | Byrnie's Fear   |   2320gp |
          | Slugger         |   2305gp |
          | Shield Breaker  |   2350gp |
          | Shield Hungary  |   2309gp |
          | Long John       |   2310gp |
          | Little Brother  |   2400gp |
          | Boltspitter     |   2350gp |
          | Wild Wind       |   8315gp |
          | Dog Of The      |          |
          |          Helmet |   2312gp |
          | Deep Ore        |   8308gp |
          | Ghost Maker     |   8335gp |
          | Composite       |          |
          |      Longbow +1 |   2600gp |
          | Long Man        |   8375gp |
          | Tongue Of The   |          |
          |        Scabbard |   2315gp |
          | Bright Spike    |   2308gp |
          | Belly Ache      |   2660gp |
          | Whipbranch      |   2600gp |
          | Ranseur +2      |   8310gp |
          | Swiftsure       |   2320gp |
          | Addertooth      |   2315gp |
          | Iron Scold      |   2310gp |
          | Little Talon    |   2475gp |
          | Rede Fletch     |   8330gp |
          | Wolfspit        |   8302gp |
          | Three Widows    |   2315gp |
          | Blood-Twin      |   2700gp |
          | Warhammer +1    |   2312gp |
          | Flaming Arrows  |   8350gp |
          | Frost Arrows    |   8350gp |
          | Shock Bolts     |   8350gp |
          +=================+==========+
          | Magic Armor                |
          +=================+==========+
          | Spearfoe        |          |
          |        (Shield) |   1153gp |
          | Axegrinder      |   1159gp |
          | Sword Breaker   |   1170gp |
          | Emma            |   1300gp |
          | Black Arm       |   1350gp |
          | Three Bolts     |   1400gp |
          | Eanred's Shirt  |   4200gp |
          | Long Guard      |   4350gp |
          +=================+==========+

S1.8. Apple Inn Thieves' Guild
------------------------------

    Characters for Hire
    *******************

          Ala Silverhand
          Elven Rogue
          Stats: Str:  9
                 Dex: 16
                 Con: 10
                 Int: 14
                 Wis: 14
                 Cha: 10
          Skills: Disable Device, Escape Artist (2), Hide, Intimidate (2),
                  Open Lock, Search, Spot, Tumble, Use Magic Device, Listen,
                  Move Silently
          Feats: Default Rogue Feats, Default Elf Abilities, Alertness

          Ty Two-Finger
          Halfling Rogue
          Stats: Str: 10
                 Dex: 18
                 Con: 11
                 Int: 14
                 Wis: 10
                 Cha:  8
          Skills: Disable Device, Escape Artist, Hide, Intimidate, Open Lock,
                  Search, Spot, Tumble, Listen, Move Silently
          Feats: Default Rogue Feats, Default Halfling Abilities, Nimble
                 Fingers

    Items for sale
    **************

          +-----------------+--------+
          | Weapons         |  Cost  |
          +-----------------+--------+
          | Sai             |    1gp |
          | Shuriken        |    1gp |
          | Kama            |    2gp |
          | Kukri           |    8gp |
          | Nunchaku        |    2gp |
          | Repeating Light |        |
          |        Crossbow |  250gp |
          | Repeating Heavy |        |
          |        Crossbow |  400gp |
          | Hand Crossbow   |  100gp |
          | Arrows          |    1gp |
          | Bolts           |    1gp |
          | Bolt Magazines  |    1gp |
          | Bullets         |    1gp |
          +-----------------+--------+
          | Masterwork Weapons       |
          +-----------------+--------+
          | Hand Crossbow   |  400gp |
          | Arrows          |  140gp |
          | Bolts           |   70gp |
          | Bullets         |   70gp |
          +-----------------+--------+
          | Armor                    |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Masterwork Armor         |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Potions and Oils         |
          +-----------------+--------+
          | Barkskin +5     | 1200gp |
          | Blur            |  300gp |
          | Cat's Grace     |  300gp |
          | Cure Light      |        |
          |          Wounds |   50gp |
          | Darkvision      |  300gp |
          | Fox's Cunning   |  300gp |
          | Haste           |  750gp |
          | Invisiblity     |  300gp |
          | Neutralise      |        |
          |          Poison |  750gp |
          | Remove Disease  |  750gp |
          +-----------------+--------+
          | Scrolls                  |
          +-----------------+--------+
          | N/A             |        |
          +-----------------+--------+
          | Misc and Magic Misc      |
          +-----------------+--------+
          | Thieve's Tools  |   30gp |
          | Masterwork      |        |
          |   Thieves Tools |  100gp |
          | Gloves of       |        |
          |    Dexterity +2 | 4000gp |
          | Periapt Of Proof|        |
          |  Against Poison |27000gp |
          +-----------------+--------+

          +=================+=========+
          | Magic Weapons   |   Cost  |
          +=================+=========+
          | Little John     |  8310gp |
          | Fancy Dan       | 18320gp |
          | More Hurt       | 18400gp |
          | Dagger +4       | 32302gp |
          | Point Blank     | 32335gp |
          | Hammer Of The   |         |
          |     Underworld* | 18301gp |
          | Bolts of Seeking| 18350gp |
          +=================+=========+
          | Magical Armor             |
          +=================+=========+
          | Blade Turner    |  4160gp |
          | Straw Man       |  9155gp |
          | The Wind of Tir |         |
          |         Alassar | 16160gp |
          | Shadow Friend*  | 31175gp |
          | Svartligga      | 54160gp |
          +=================+=========+

S2. Items

Here is a list of all the items listed in the shops. I will also add item's
that are only found as treasure. Such items will be marked with a #.
Any *'ed items are unique (one of a kind).

S2.1. Weapons

The format of the weapons will be as follows:

          Name
          Class
          Type of Weapon (Simple, Martial or Exotic)
          Type of damage
          Attack Bonus (if any)
          Damage
          Critical Range
          Hands Required
          Range/Reach (if any)
          Magical Bonus (if any)
          Weight

Any Weapon can be found or bought with the title Masterwork. This grants the
character using the weapon a +1 bonus to hit a target. Any weapon called Light
lessens the penalty when using it as part of the Two Weapon Fighting style.

S2.1.1. Melee

          Bastard Sword
          Class: Heavy Sword
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d10
          Critical Range: 19-20/x3
          Hands: 1 and 1/2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 6lbs

          Battleaxe
          Class: Axe
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 6lbs

          Club
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 3lbs

          Dagger
          Class: Light Sword
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d4
          Critical Range: 19-20/x2
          Hands: 1 (Light)
          Reach: 1 Square
          Range: 10 Squares
          Magical Bonus: None
          Weight: 1lbs

          Dire Flail
          Class: Blunt
          Type: Exotic
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 10lbs

          Dwarven Urgrosh
          Class: Axe
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 12lbs

          Dwarven Waraxe
          Class: Axe
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d10
          Critical Range: x3
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 8lbs

          Falchion
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 2D4
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 8lbs

          Flail
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 3lbs

          Glaive
          Class: Polearm
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d10
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: None
          Weight: 10lbs

          Gnome Hooked Hammer
          Class: Blunt
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 6lbs

          Greataxe
          Class: Axe
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d12
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 12lbs

          Greatclub
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d10
          Critical Range: x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 8lbs

          Great Sword
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 2D6
          Critical Range: 19-20/x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 8lbs

          Halberd
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d10
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: None
          Weight: 12lbs

          Handaxe
          Class: Axe
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x3
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 3lbs

          Heavy Mace
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 8lbs

          Heavy Pick
          Class: Axe
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x4
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 6lbs

          Kama
          Class: Axe
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d4
          Critical Range: x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 1lbs

          Kukri
          Class: Light Sword
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d4
          Critical Range: 18-20/x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 2lbs

          Light Hammer
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d4
          Critical Range: x2
          Hands: 1 (Light)
          Reach: 1 Square
          Range: 20 Squares
          Magical Bonus: None
          Weight: 2lbs

          Light Mace
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 4lbs

          Light Pick
          Class: Axe
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d4
          Critical Range: x4
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 3lbs

          Longspear
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: None
          Weight: 9lbs

          Longsword
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 4lbs

          Morningstar
          Class: Blunt
          Type: Simple
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 6lbs

          Nunchaku
          Class: Blunt
          Type: Exotic
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 2lbs

          Orc Doubleaxe
          Class: Axe
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 15lbs

          Quarterstaff
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: None
          Weight: 4lbs

          Ranseur
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 2d4
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: None
          Weight: 12lbs

          Rapier
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: 18-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 2lbs

          Sai
          Class: Light Sword
          Type: Exotic
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d4
          Critical Range: x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 1lbs

          Scimitar
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 4lbs

          Short Sword
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: 19-20/x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 2lbs

          Shortspear
          Class: Polearm
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Range: 20 Squares
          Magical Bonus: None
          Weight: 3lbs

          Sickle
          Class: Axe
          Type: Simple
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: None
          Weight: 2lbs

          Spear
          Class: Polearm
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Range: 20 Squares
          Magical Bonus: None
          Weight: 6lbs

          Trident
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Range: 10 Squares
          Magical Bonus: None
          Weight: 4lbs

          Two Bladed Sword
          Class: Heavy Sword
          Type: Exoctic
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 10lbs

          Warhammer
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 1
          Reach: 1 Square
          Magical Bonus: None
          Weight: 5lbs


S2.1.2. Magic Melee

          Addertooth
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: 18-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 4lbs

          Angarvadil*
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: +3
          Damage: 1d6+3
          Critical Range: x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +3 Enhancement, Disruption Weapon (Destroys Undead
                         if they fail a Will Save)
          Weight: 4lbs

          Battlebride
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +3
          Damage: 1d8 +3
          Critical Range: 19-20/x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: Enhancement +2
          Weight: 6lbs

          Beastbane*#
          Class: Blunt
          Type: Simple
          Damage Type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: Enhancement +1, Beastbane - against wolves and
                         werewolves, the weapon becomes +3, and deals +2d6
                         damage

          Belly Ache
          Class: Axe
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 15lbs

          Bellyslit
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d8 +3
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: Enhancement +2
          Weight: 6lbs

          Blackadder*
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement, Disruption Weapon (Destroys Undead
                         if they fail a Will Save)
          Weight: 3lbs

          Bladetrap
          Class: Polearm
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +3
          Damage: 2D4 +3
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +3 Enhancement
          Weight: 12lbs

          Blood Moon*
          Class: Axe
          Type: Simple
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
                         Werewolves and Vampires
          Weight: 2lbs

          Blood Twin
          Class: Heavy Sword
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: 19-20/x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 10lbs

          Bright Spike
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 6lbs

          Byrnie's Fear
          Class: Axe
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d12 +1
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 12lbs

          Dagger +4 (one of the few magic weapons that has no name)
          Class: Light Sword
          Type: Simple
          Damage type: Piercing
          Attack Bonus: +4
          Damage: 1d4 +4
          Critical Range: 19-20/x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: +4 Enhancement
          Weight: 1lbs

          Death Smith
          Class: Axe
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d10 +1
          Critical Range: x3
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 8lbs

          Deep Ore
          Class: Axe
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: x4
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 6lbs

          Dog Of The Helmet
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 8lbs

          Fancy Dan
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d6 +3
          Critical Range: 18-20/x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: +3 Enhancement
          Weight: 2lbs

          Fang
          Class: Light Sword
          Type: Simple
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d4 +1
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 1lbs

          First Tooth
          Class: Axe
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 6lbs

          Flame of Ruath*
          Class: Heavy Sword
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d10 +1 + 1d6 fire
          Critical Range: x2
          Hands: 1 and 1/2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement, Flaming Weapon adds 1d6 fire damage
                         to each successful hit
          Weight: 6lbs

          Green Skinner*
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: 19-20x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: +1 Enhancement, Goblin Bane works as a +3 weapon
                         against Goblins, and deals an extra 2d6 points of
                         damage.
          Weight: 6lbs

          Hammer Of The Underworld*
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: +2
          Damage: 1d4 +2 + 1d8 Sonic
          Critical Range: x1
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: +2 Enhancement, Thundering Weapon adds 1d8 points
                         of Sonic damage to each successful hit.
          Weight: 2lbs

          Iron Scold
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: 19-20/x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 2lbs

          Kobold's Ache
          Class: Blunt
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 6lbs

          Langblade
          Class: Polearms
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +2
          Damage: 1d10 +2
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +2 Enhancement
          Weight: 10lbs

          Legbiter
          Class: Polearm
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d10 +1
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +1 Enhancement
          Weight: 10lbs

          Little John
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: 19-20/x2
          Hands: 1 (Light)
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 2lbs

          Long John
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d10 +1
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +1 Enhancement
          Weight: 12lbs

          Long Memory
          Class: Polearm
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +2
          Damage: 2D4 +2
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +2 Enhancement
          Weight: 12lbs

          Moon Killer*
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +5
          Damage: 2d6 +5
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +5 Enhancement, Bypasses the Damage Reduction of
                         Werewolves and Vampires
          Weight: 8lbs

          Night Slicer*#
          Class: Axe
          Type: Exotic
          Damage Type: Slashing
          Attack Bonus: +1
          Damage: 1D10 +1
          Critical Range: x3
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
                         Werewolves and Vampires
          Weight: 8lbs

          North Beater
          Class: Heavy Sword
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d10 +1
          Critical Range: 19-20/x3
          Hands: 1 and 1/2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 6lbs

          Orcsticker
          Class: Axe
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d8 +2
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 12lbs

          Paper Cut
          Class: Light Sword
          Type: Simple
          Damage Type: Piercing
          Attack Bonus: +1
          Damage: 1d4 +1
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: Enhancement +1, Silver Weapon
          Weight: 1lb

          Ranseur +2 (one of the few magic weapons that has no name)
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 2d4 +2
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +2 Enhancement
          Weight: 12lbs

          Selene*
          Class: Blunt
          Type: Simple
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
                         Werewolves and Vampires
          Weight: 6lbs

          Sharpsteel
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: 18-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 2lbs

          Skrep*
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +2
          Damage: 1d8+2
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +2 Enhancement, When this weapon scores a critical
                         hit it instantly kills the target.
          Weight: 4lbs

          Shield Breaker
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 2d6 +1
          Critical Range: 19-20/x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 8lbs

          Shield Hungry
          Class: Polearm
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 2d4 +1
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +1 Enhancement
          Weight: 12lbs

          Slugger
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d10 +1
          Critical Range: x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 8lbs

          Snowbride*
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d8 +3 + 1d6 Cold
          Critical Range: 18-20/x2
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +3 Enhancement, Cold weapon adds 1d6 cold damage
                         to each successful hit
          Weight: 9lbs

          Soulreaver*
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: 15-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +2 Enhancement, Keen weapon, doubles the threat range
                         of the weapon, giving more critical hits
          Weight: 2lbs

          Stick Is My Friend
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 4lbs

          Swiftsure
          Class: Light Sword
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: 18-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 2lbs

          Tallfellow
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d10 +3
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +3 Enhancement
          Weight: 12lbs

          The Twin
          Class: Axe
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +2
          Damage: 1d8 +2
          Critical Range: x3
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 12lbs

          Thirstblade
          Class: Heavy Sword
          Type: Exotic
          Damage type: Slashing
          Attack Bonus: +3
          Damage: 1d8 +3
          Critical Range: 19-20/x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +3 Enhancement
          Weight: 10lbs

          Three Widows
          Class: Polearm
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Range: 10 Squares
          Magical Bonus: +1 Enhancement
          Weight: 4lbs

          Torch of the Blood
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 2d4 +1
          Critical Range: 18-20/x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 8lbs

          Tongue of the Scabbard
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 4lbs

          Truthkiller
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +3
          Damage: 1d10 +3
          Critical Range: 19-20/x2
          Hands: 1 and 1/2
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 12lbs

          Two Brothers
          Class: Blunt
          Type: Exotic
          Damage type: Bludgeoning
          Attack Bonus: +2
          Damage: 1d8 +2
          Critical Range: x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 10lbs

          Umhrohir*
          Class: Polearm
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +4
          Damage: 1d10 +4
          Critical Range: x3
          Hands: 2
          Reach: 2 Squares
          Magical Bonus: +4 Enhancement, Aberrations take an extra 2d6
                         additional damage
          Weight: 12lbs

          Warhammer +1 (one of the few weapons that has no name)
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x3
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 5lbs

          Warspite
          Class: Axe
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x3
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 6lbs

          Whipbranch
          Class: Blunt
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 4lbs

          Whirligig
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +1 Enhancement
          Weight: 3lbs

          Wild Wind
          Class: Blunt
          Type: Martial
          Damage type: Bludgeoning
          Attack Bonus: +2
          Damage: 1d10 +2
          Critical Range: 19-20/x2
          Hands: 2
          Reach: 1 Square
          Magical Bonus: +2 Enhancement
          Weight: 10lbs

          Wolfspit
          Class: Polearm
          Type: Simple
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: x2
          Hands: 1
          Reach: 1 Square
          Range: 20 Squares
          Magical Bonus: +2 Enhancement
          Weight: 3lbs

          Wyrmbiter
          Class: Heavy Sword
          Type: Martial
          Damage type: Slashing
          Attack Bonus: +3
          Damage: 1d8 +3
          Critical Range: 19-20/x2
          Hands: 1
          Reach: 1 Square
          Magical Bonus: +3 Enhancement
          Weight: 4lbs


S2.1.3. Ranged

          Crossbow, Hand
          Class: Xbow
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d4
          Critical Range: 19-20/x2
          Hands: 1
          Range: 30 Squares
          Requires: Bolts
          Magical Bonus: None
          Weight: 2lbs

          Crossbow, Heavy
          Class: Xbow
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d10
          Critical Range: 19-20/x2
          Hands: 2
          Range: 120 Squares
          Requires: Bolts
          Magical Bonus: None
          Weight: 8lbs

          Crossbow, Light
          Class: Xbow
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: 19-20/x2
          Hands: 2
          Range: 80 Squares
          Requires: Bolts
          Magical Bonus: None
          Weight: 4lbs

          Dart
          Class: Thrown
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d4
          Critical Range: x2
          Hands: 1
          Range: 20 Squares
          Magical Bonus: None
          Weight: 0lbs

          Javelin
          Class: Thrown
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 1
          Range: 30 Squares
          Magical Bonus: None
          Weight: 2lbs

          Longbow
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: x3
          Hands: 2
          Range: 100 Squares
          Requires: Arrows
          Magical Bonus: None
          Weight: 3lbs

          Longbow, Composite Sx
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x3
          Hands: 2
          Range: 110 Squares
          Requires: Arrows
          Magical Bonus: None
          Weight: 2lbs
          Note: To use this bow, you need a min of 12 Str. This bow also adds
                to damage if you have a Str modifier equal to x.

          Repeating Crossbow, Light
          Class: Xbow
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d8
          Critical Range: 19-20/x2
          Hands: 2
          Range: 80 Squares
          Requires: Bolt Magazine (You only reload once in 5 shots)
          Magical Bonus: None
          Weight: 6lbs

          Repeating Crossbow, Heavy
          Class: Xbow
          Type: Simple
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d10
          Critical Range: 19-20/x2
          Hands: 2
          Range: 120 Squares
          Requires: Bolt Magazine (You only reload once in 5 shots)
          Magical Bonus: None
          Weight: 12lbs

          Shortbow
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x3
          Hands: 2
          Range: 60 Squares
          Requires: Arrows
          Magical Bonus: None
          Weight: 2lbs

          Shortbow, Composite Sx
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x3
          Hands: 2
          Range: 70 Squares
          Requires: Arrows
          Magical Bonus: None
          Weight: 2lbs
          Note: To use this bow, you need a min of 12 Str. This bow also adds
                to damage if you have a Str modifier equal to x.

          Shuriken
          Class: Thrown
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: None
          Damage: 1d2
          Critical Range: x2
          Hands: 1
          Range: 10 Squares
          Magical Bonus: None
          Weight: 0lbs

          Sling
          Class: Thrown
          Type: Simple
          Damage type: Bludgeoning
          Attack Bonus: None
          Damage: 1d4
          Critical Range: x2
          Hands: 1
          Range: 50 Squares
          Requires: Bullets
          Magical Bonus: None
          Weight: 0lbs

          Throwing Axe
          Class: Axe
          Type: Martial
          Damage type: Slashing
          Attack Bonus: None
          Damage: 1d6
          Critical Range: x2
          Hands: 1 (Light)
          Reach: 1 Square
          Range: 10 Squares
          Magical Bonus: None
          Weight: 2lbs

S2.1.4. Magic Ranged

          Boltspitter
          Class: Xbow
          Type: Simple
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d10 +1
          Critical Range: 19-20/x2
          Hands: 2
          Range: 120 Squares
          Requires: Bolts
          Magical Bonus: Enhancement +1
          Weight: 8lbs

          Composite Longbow +1 (one of the few weapons that has no name)
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d8 +1
          Critical Range: x3
          Hands: 2
          Range: 110 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +1
          Weight: 3lbs
          Note: You need a Str of at least 14 to use this weapon

          Dandy Longfellow
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +5
          Damage: 1d8 +5
          Critical Range: x3
          Hands: 2
          Range: 110 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +5
          Weight: 3lbs
          Note: You need a Str of at least 12 to use this weapon

          Elian Surebolt*
          Class: Xbow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d8 +2
          Critical Range: 19-20/x2
          Hands: 2
          Range: 80 Squares
          Requires: Bolts
          Magical Bonus: Enhancement +2, Seeking weapon - ignores any miss
                         chances from concealment
          Weight: 4lbs

          Eye Of The Bull
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +6
          Damage: 1d6 +4
          Critical Range: x3
          Hands: 2
          Range: 60 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +4
          Weight: 2lbs

          Frost Sling*#
          Class: Thrown
          Type: Simple
          Damage Type: Bludgeoning
          Attack Bonus: None
          Damage: 1d4 + 1d6 Cold
          Critical Range: x2
          Hands: 1
          Range: 50 Squares
          Requires: Bullets
          Magical Bonus: Frost Weapon - adds 1d6 Cold damage to a successful
                         hit
          Weight: 0lbs

          Ghost Maker
          Class: Xbow
          Type: Simple
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d8 +2
          Critical Range: x3
          Hands: 2
          Range: 80 Squares
          Requires: Bolts
          Magical Bonus: Enhancement +2
          Weight: 4lbs

          Little Brother
          Class: Xbow
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d4 +1
          Critical Range: 19-20/x2
          Hands: 1
          Range: 30 Squares
          Requires: Bolts
          Magical Bonus: Enhancement +1
          Weight: 2lbs

          Little Talon
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +1
          Damage: 1d6 +1
          Critical Range: x3
          Hands: 2
          Range: 70 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +1
          Weight: 3lbs
          Note: You need a Str of at least 12 to use this weapon

          Long Arm Lally
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d6 +3
          Critical Range: x3
          Hands: 2
          Range: 70 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +3
          Weight: 2lbs
          Note: You need a Str of at least 12 to use this weapon

          Long Man
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d8 +2
          Critical Range: x3
          Hands: 2
          Range: 100 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +2
          Weight: 3lbs

          More Hurt
          Class: Xbow
          Type: Exotic
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d4 +3
          Critical Range: 19-20/x2
          Hands: 1
          Range: 30 Squares
          Requires: Bolts
          Magical Bonus: +3 Enhancement
          Weight: 2lbs

          Point Blank
          Class: Xbow
          Type: Simple
          Damage type: Piercing
          Attack Bonus: +4
          Damage: 1d8 +4
          Critical Range: 19-20/x2
          Hands: 2
          Range: 80 Squares
          Requires: Bolts
          Magical Bonus: +4 Enhancement
          Weight: 4lbs

          Rede Fletch
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: x3
          Hands: 2
          Range: 60 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +2
          Weight: 2lbs

          Swallowtail
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: x3
          Hands: 2
          Range: 70 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +2
          Weight: 2lbs
          Note: You need a Str of at least 12 to use this weapon

          The Sovereign
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +4
          Damage: 1d8 +4
          Critical Range: x3
          Hands: 2
          Range: 100 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +4
          Weight: 3lbs

          Three Winds Rising*
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d8 +3
          Critical Range: x3
          Hands: 2
          Range: 100 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +3, Seeking weapon - ignores any miss
                         chances from concealment
          Weight: 3lbs

          Throat Ache
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +3
          Damage: 1d8 +3
          Critical Range: x3
          Hands: 2
          Range: 110 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +3
          Weight: 3lbs
          Note: You need a Str of at least 12 to use this weapon

          WulfSplinter*
          Class: Bow
          Type: Martial
          Damage type: Piercing
          Attack Bonus: +2
          Damage: 1d6 +2
          Critical Range: x3
          Hands: 2
          Range: 70 Squares
          Requires: Arrows
          Magical Bonus: Enhancement +2, Wolfsbane - gains a +4 enchancement
                         bonus and deals +2d6 damage against Wolves and
                         Shapeshifters
          Weight: 2lbs
          Note: You need a Str of at least 12 to use this weapon


S2.1.5. Ammunition

          The next 2 sections will look slightly different, all they contain
          is the type of ammo, and whether it deals any extra damage.
          For ammo, masterwork grants +1 to attack, however it doesn't stack
          with the masterwork quality of the bow/crossbow. It is cheaper to
          have a Masterwork ranged weapon, and use ordinary ammo until you
          can afford magic ammo.

          Arrows
          Attack Bonus: None
          Damage Bonus: None
          Magical Bonus: None
          Quantity of a full case: 20
          Weight: 3lbs

          Bolts
          Attack Bonus: None
          Damage Bonus: None
          Magical Bonus: None
          Quantity of a full case: 10
          Weight: 1lb

          Bolts, Magazine
          Attack Bonus: None
          Damage Bonus: None
          Magical Bonus: None
          Quantity of a full case: 5
          Weight: 1lb

          Bullets
          Attack Bonus: None
          Damage Bonus: None
          Magical Bonus: None
          Quantity of a full case: 10
          Weight: 5lbs

          Silver Arrows
          Attack Bonus: None
          Damage Bonus: None
          Magical Bonus: Not a magical bonus per say, but these arrows beat
                         the DR of werewolves and vampires
          Quantity of a full case: 10
          Weight: 1lbs

S2.1.6. Magic Ammunition

          Arrows of Icy Burst
          Attack Bonus: +1
          Damage Bonus: +1 + 1d6 cold
          Magical Bonus: +1 Enhancement, Icy burst ammo, deals cold damage to
                         the target, and on a critical deals + 2d10 cold
                         damage
          Quantity of a full case: 30
          Weight: 7lbs

          Arrows of Seeking
          Attack Bonus: +3
          Damage Bonus: +3
          Magical Bonus: Enhancement +3, Seeking ammo - ignores any miss
                         chances from concealment
          Quantity of a full case: 30
          Weight: 7lbs

          Flaming Arrows
          Attack Bonus: +1
          Damage Bonus: +1 + 1d6 fire
          Magical Bonus: +1 Enhancement, Flaming ammo, adds fire damage to
                         the attack
          Quantity of a full case: 30
          Weight: 7lbs

          Flaming Bullets
          Attack Bonus: +2
          Damage Bonus: +2 + 1d6 fire
          Magical Bonus: +2 Enhancement, Flaming ammo, adds fire damage to
                         the attack
          Quantity of a full case: 30
          Weight: 25lbs

          Frost Arrows
          Attack Bonus: +2
          Damage Bonus: +2 + 1d6 cold
          Magical Bonus: +2 Enhancement, Freezing ammo, adds cold damage to
                         the attack
          Quantity of a full case: 30
          Weight: 7lbs

          Shock Bolts
          Attack Bonus: +1
          Damage Bonus: +1 + 1d6 electrical
          Magical Bonus: +2 Enhancement, shocking ammo, adds fire damage to
                         the attack
          Quantity of a full case: 30
          Weight: 5lbs

          Seeking Bolts
          Attack Bonus: +2
          Damage Bonus: +2
          Magical Bonus: +2 Enhancement, Seeking ammo - ignores any miss
                         chances from concealment
          Quantity of a full case: 30
          Weight: 5lbs

S2.2. Armor

    On to armor. The armor is listed in Armor Bonus order. Masterwork armor
    has a check penalty of 1 less, and has a 5% less chance of spell failure.
    The check penalty of any armor or shield is taken off skills like Move
    Silently, or Hide, where the armor is stiff or "clinky". Spell failure
    applies only to three classes, Bard, Sorcerer and Wizard. This number is
    a percentage that each spell you cast while wearing armor has to fail
    outright. Bard's can (At least they can in Pen and Paper) wear light
    armor and ignore the spell failure for this type of armor only. Sorcerers
    and Wizards cannot wear armor at all.

    Any class wearing armor they cannot use (see the armor proficiency feats)
    suffers double the check penalty, and they lose one point of AC from the
    armor. If the class is not proficient with a shield, any time they use one
    they take the check penalty to their attack, and the shield provides one
    less AC as well. IN SHORT, WEAR ONLY THE ARMOR YOU ARE PROFICIENT WITH.
    Any Unique magical armor will have a *. Any items only found in treasure
    chests will have a #.

    The format for the armor section will be:

    Armor Name
    Type (Light, Medium or Heavy)
    AC (Armor Class)
    Check Penalty
    Maximum Dexterity Bonus (This is the best Dex score that you can gain the
                             full benefit of.)
    Magic Bonus (if any)
    Arcane Spell Failure
    Speed For Medium Creature
    Speed For Small Creature
    Weight

S2.2.1. Armor

          Padded Armor
          Type: Light
          AC: 1
          Check Penalty: 0
          Max Dex bonus: +8
          Arcane Spell Failure: 5%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 10lbs

          Leather Armor
          Type: Light
          AC: 2
          Check Penalty: 0
          Max Dex bonus: +6
          Arcane Spell Failure: 10%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 15lbs

          Studded Leather Armor
          Type: Light
          AC: 3
          Check Penalty: -1
          Max Dex bonus: +5
          Arcane Spell Failure: 15%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 20lbs

          Hide Armor
          Type: Medium
          AC: 3
          Check Penalty: -3
          Max Dex bonus: +4
          Arcane Spell Failure: 20%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 25lbs

          Chain Shirt
          Type: Light
          AC: 4
          Check Penalty: -2
          Max Dex bonus: +4
          Arcane Spell Failure: 20%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 25lbs

          Scale Mail Armor
          Type: Medium
          AC: 4
          Check Penalty: -3
          Max Dex bonus: +3
          Arcane Spell Failure: 25%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 30lbs

          Chainmail Armor
          Type: Medium
          AC: 5
          Check Penalty: -5
          Max Dex bonus: +2
          Arcane Spell Failure: 30%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 40lbs

          Breastplate
          Type: Medium
          AC: 5
          Check Penalty: -4
          Max Dex bonus: +3
          Arcane Spell Failure: 25%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 30lbs

          Banded Armor
          Type: Heavy
          AC: 6
          Check Penalty: -6
          Max Dex bonus: +1
          Arcane Spell Failure: 35%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 35lbs

          Splint Armor
          Type: Heavy
          AC: 6
          Check Penalty: -7
          Max Dex bonus: 0
          Arcane Spell Failure: 40%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 45lbs

          Half Plate Armor
          Type: Heavy
          AC: 7
          Check Penalty: -7
          Max Dex bonus: 0
          Arcane Spell Failure: 40%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 50lbs

          Full Plate Armor
          Type: Heavy
          AC: 8
          Check Penalty: -6
          Max Dex bonus: +1
          Arcane Spell Failure: 35%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 50lbs

S2.2.2. Magic Armor

    Magical Armor's are ordered according to their names.

          Black Arm
          Type: Heavy
          AC: 7
          Check Penalty: -6
          Max Dex bonus: 0
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 40%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 45lbs

          Blade Turner
          Type: Light
          AC: 4
          Check Penalty: 0
          Max Dex bonus: +6
          Magical Bonus: +2 Enhancement
          Arcane Spell Failure: 10%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 15lbs

          Eanred's Shirt
          Type: Medium
          AC: 6
          Check Penalty: -2
          Max Dex bonus: +3
          Magical Bonus: +2 Enhancement
          Arcane Spell Failure: 25%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 30lbs

          Emma
          Type: Medium
          AC: 6
          Check Penalty: -4
          Max Dex bonus: +2
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 30%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 40lbs

          Fang Ward
          Type: Medium
          AC: 4
          Check Penalty: -2
          Max Dex bonus: +4
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 20%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 25lbs

          Frost Scathe*
          Type: Medium
          AC: 6
          Check Penalty: -2
          Max Dex bonus: +3
          Magical Bonus: +2 Enhancement, Cold Resistant - you take 10 points
                   less damage from any attack that deals cold based damage
                   to you
          Arcane Spell Failure: 25%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 30lbs

          Glancer
          Type: Heavy
          AC: 10
          Check Penalty: 5
          Max Dex bonus: +1
          Magical Bonus: +2 Enhancement
          Arcane Spell Failure: 35%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 50lbs

          Long Guard
          Type: Heavy
          AC: 8
          Check Penalty: -6
          Max Dex bonus: 0
          Magical Bonus: +2 Enhancement
          Arcane Spell Failure: 40%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 45lbs

          Mithral Shirt
          Type: Light
          AC: 5
          Check Penalty: 0
          Max Dex bonus: +6
          Magical Bonus: None, made of Mithral, a special metal
          Arcane Spell Failure: 10%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 10lbs

          Nine Guards Of The Tumult*
          Type: Medium
          AC: 6
          Check Penalty: -2
          Max Dex bonus: +4
          Magical Bonus: +3 Enhancement, Sonic Resistant - you take 10 points
                   less damage from any attack that deals Sonic based damage
                   to you (Sonic is sound, not the blue hedgehog)
          Arcane Spell Failure: 35%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 25lbs

          Pangolin
          Type: Medium
          AC: 7
          Check Penalty: -2
          Max Dex bonus: +3
          Magical Bonus: +3 Enhancement
          Arcane Spell Failure: 25%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 30lbs

          Rede Byrnie*
          Type: Medium
          AC: 8
          Check Penalty: -4
          Max Dex bonus: +2
          Magical Bonus: +3 Enhancement, Medium Fortification - there is a 75%
                   chance that any Sneak Attack or Critical Hit is negated.
                   You still take the damage of the attack, just not all of it
          Arcane Spell Failure: 30%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 40lbs

          Scarecrow
          Type: Light
          AC: 2
          Check Penalty: 0
          Max Dex bonus: +8
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 5%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 10lbs

          Shadow Friend*
          Type: Light
          AC: 7
          Check Penalty: 0
          Max Dex bonus: +5
          Magical Bonus: +4 Enhancement, Shadowed - Grants +10 to the wearers
                         Hide skill
          Arcane Spell Failure: 10%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 20lbs

          Spearfoe (Armor)
          Type: Medium
          AC: 7
          Check Penalty: -3
          Max Dex bonus: +3
          Magical Bonus: +2 Enhancement
          Arcane Spell Failure: 25%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 30lbs

          Straw Man
          Type: Light
          AC: 4
          Check Penalty: 0
          Max Dex bonus: +8
          Magical Bonus: +3 Enhancement
          Arcane Spell Failure: 5%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 10lbs

          Svartligga*
          Type: Light
          AC: 5
          Check Penalty: 0
          Max Dex bonus: +6
          Magical Bonus: +3 Enhancement, Improved Shadow - Grants +10 to
                         Hide, Improved Slick - Grants  +10 to Escape Artist,
                         Improved Silent Moves - Grants +10 to Move Silently
          Arcane Spell Failure: 10%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 15lbs

          Swordbane
          Type: Heavy
          AC: 12
          Check Penalty: -5
          Max Dex bonus: +1
          Magical Bonus: +4 Enhancement
          Arcane Spell Failure: 35%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 50lbs

          Temple Head
          Type: Light
          AC: 7
          Check Penalty: 0
          Max Dex bonus: +5
          Magical Bonus: +4 Enhancement
          Arcane Spell Failure: 15%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 20lbs

          The Wind Of Tir Alassar
          Type: Light
          AC: 6
          Check Penalty: 0
          Max Dex bonus: +6
          Magical Bonus: +4 Enhancement
          Arcane Spell Failure: 10%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 15lbs

          Three Bolts
          Type: Heavy
          AC: 7
          Check Penalty: -5
          Max Dex bonus: +1
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 35%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 35lbs
    Note: This armor has the correct stats for Banded Mail +1. This armor
          is bought in The Eastings

          Three Bolts
          Type: Heavy
          AC: 9
          Check Penalty: -5
          Max Dex bonus: +1
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 35%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 35lbs
    Note: While the description in game says that this armor is Banded Mail +1
          the stats are incorrect for it. I think that this should be Full
          Plate +1, which would make the stats correct. This is the Three
          Bolts bought in the Saxa Court.

          Toroth Nar
          Type: Light
          AC: 3
          Check Penalty: 0
          Max Dex bonus: +8
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 5%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 10lbs

          Turtlesnap
          Type: Light
          AC: 3
          Check Penalty: 0
          Max Dex bonus: +6
          Magical Bonus: +1 Enhancement
          Arcane Spell Failure: 15%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 15lbs

          Urothim's Hold
          Type: Medium
          AC: 5
          Check Penalty: -2
          Max Dex bonus: +4
          Magical Bonus: +2 Enhancement
          Arcane Spell Failure: 20%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 25lbs

          Vingan's Gift
          Type: Heavy
          AC: 9
          Check Penalty: -6
          Max Dex bonus: 0
          Magical Bonus: +2 Enhancement
          Arcane Spell Failure: 40%
          Medium Speed: 4 Squares
          Small Speed: 3 Squares
          Weight: 50lbs

          Wryd Bane*
          Type: Light
          AC: 4
          Check Penalty: 0
          Max Dex bonus: +6
          Magical Bonus: +2 Enhancement, Spell Resistant - This armor gives
                         you a SR of 19, which is effectively AC against magic
          Arcane Spell Failure: 10%
          Medium Speed: 6 Squares
          Small Speed: 4 Squares
          Weight: 15lbs


S2.2.3. Shields

    The shields are listed in Armor Class order here, and in Alphabetical
    order in the Magic Shields area. Any Class with shield proficiency can
    use any shield EXCEPT the Tower Shield, which requires a seperate
    proficiency feat. Also, shields do not have a Spell Failure chance, nor
    any reductions in a characters speed. As in the Weapons and Armor areas,
    any *'ed items are Unique, any #'ed ones are only found as treasure.

          Buckler
          AC: 1
          Check Penalty: -1
          Weight: 5lbs

          Light Steel Shield
          AC: 1
          Check Penalty: -1
          Weight: 6lbs

          Light Wooden Shield
          AC: 1
          Check Penalty: -1
          Weight: 5lbs

          Heavy Steel Shield
          AC: 2
          Check Penalty: -2
          Weight: 15lbs

          Heavy Wooden Shield
          AC: 2
          Check Penalty: -2
          Weight: 10lbs

          Tower Shield
          AC: 4
          Check Penalty: -10
          Weight: 45lb
          Special: As this is like carrying a small wall around, you also
             take a -2 penalty to all attacks.

S2.2.4. Magic Shields

          Axegrinder
          AC: 2
          Check Penalty: 0
          Magical Bonus: +1 Enhancement
          Weight: 6lbs

          Brodrigg Stormhold*
          AC: 4
          Check Penalty: -1
          Magical Bonus: +2 Enchancement, Medium Fortification - there is a
                   75% chance that any Sneak Attack or Critical Hit is
                   negated. You still take the damage of the attack, just not
                   all of it
          Weight: 15lbs

          Dornor Arrow Ward*
          AC: 3
          Check Penalty: 0
          Magical Bonus: +2 Enhancement, Light Fortification - there is a 25%
                   chance that any Sneak Attack or Critical Hit is negated.
                   You still take the damage of the attack, just not all of it
          Weight: 6lbs

          Iron Wall
          AC: 5
          Check Penalty: -1
          Magical Bonus: +3 Enhancement
          Weight: 15lb

          Life Line
          AC: 6
          Check Penalty: -1
          Magical Bonus: +4 Enhancement
          Weight: 10lbs

          Seven Wind Catcher*
          AC: 3
          Check Penalty: -1
          Magical Bonus: +2 Enhancement, Spell Resistant - This shield gives
                   you a SR of 15, which is effectively AC against magic
          Weight: 5lbs

          Shieldwall
          AC: 4
          Check Penalty: 0
          Magical Bonus: +3 Enhancement
          Weight: 6lbs

          Spearfoe (Shield)
          AC: 2
          Check Penalty: 0
          Magical Bonus: +1 Enhancement
          Weight: 5lbs

          Sword Breaker
          AC: 3
          Check Penalty: -1
          Magical Bonus: +1 Enhancement
          Weight: 15lbs

          Ursis
          AC: 3
          Check Penalty: 0
          Magical Bonus: +2 Enhancement
          Weight: 5lbs

S2.3. Magic Jewelry

     This section will have the following format for items:

     Name
     Weight
     Magical Function

     This will be the same format used in the Wonderous Item Section as well.
     In all cases, some items will have my opinions on who to give them to,
     or their usefulness.

S2.3.1. Amulets

     Amulet of Health +4
     Weight: 0lbs
     Magical Function: This Amulet, when worn, grants the wearer a +4 bonus
                       to his Constitution score, giving him more Hp.

     Amulet of Natural Armor +1
     Weight: 0lbs
     Magical Function: When worn, this Amulet grants a +1 bonus to AC.

     Periapt of Health
     Weight: 0lbs
     Magical Function: When worn, this item renders the wearer immune to
                       all diseases. I personally don't think much of this
                       item, as I have come across very few creatures that
                       can infect your party with disease.

     Periapt of Proof Against Poison
     Weight: 0lbs
     Magical Function: When worn, this item makes the wearer immune to all
                       poisons

     Periapt of Wisdom +4
     Weight: 0lbs
     Magical Function: When worn, the character gains a +4 bonus to his
                       Wisdom score. This will give a character extra spells
                       and power points if his Wisdom score is the stats that
                       is used to generate such numbers.


     Phylactery of Undead Turning
     Weight: 0lbs
     Magical Function: When worn, this allows a Cleric to Turn Undead as if
                       they were 4 levels higher than they actually are. For
                       example, a 4th level Cleric wearing this item Turns
                       undead as a 8th Level Cleric. This item is more useful
                       for a Paladin, as they Turn Undead a 2 levels less
                       than a Cleric.

S2.3.2. Rings

     Ring of Force Shield
     Weight: 0lbs
     Magical Function: This ring creates a shield-shaped force-field in front
                       of the wearer, granting a +2 bonus to AC. This shield
                       doesn't work if the character has a shield equiped, but
                       this type of ring is great for Spellcasting, melee
                       focused Clerics, as they gain the AC from a shield, but
                       without it interfering with their spellcasting.

     Ring of Resistance (Minor)
     Weight: 0lbs
     Magical Function: There are 5 "flavors" of these rings, one for each of
                       the 5 elements in D and D. These are Acid, Cold, Fire,
                       Electricity and Sonic. These rings, when worn, allow
                       the wearer to ignore the first 10 points of the damage
                       type crafted into the ring, from each attack.

     Ring of Protection +1
     Weight: 0lbs
     Magical Function: This Rings grants you a +1 to your AC. Only one of
                       these rings can be worn at once, as only the highest
                       bonus applies.

     Ring of Protection +2
     Weight: 0lbs
     Magical Function: This Rings grants you a +2 to your AC. Only one of
                       these rings can be worn at once, as only the highest
                       bonus applies.

     Svernkaegro Seal
     Weight: 0lbs
     Magical Function: This ring adds + to the level component of the Turn
                       Undead check of Clerics and Paladins.

S2.4. Wonderous Magic Items

     Boots of Striding
     Weight: 1lb
     Magical Function: These boots increase the speed at which your character
                       moves by 10ft (2 Squares) regardless of the armor he
                       is wearing

     Bracers of Armor +1
     Weight: 1lbs
     Magical Function: These bracers grant the wearer a AC of 1. These items
                       are best used by Sorcerers and Wizards, who cannot wear
                       armor. The armor granted by these bracers doesn't stack
                       with Mage Armor or normal armor (like Chainmail).

     Bracers of Armor +3
     Weight: 1lbs
     Magical Function: These bracers grant the wearer a AC of 3. These items
                       are best used by Sorcerers and Wizards, who cannot wear
                       armor. The armor granted by these bracers doesn't stack
                       with Mage Armor or normal armor (like Chainmail).

     Cloak of Charisma +2
     Weight: 2lbs
     Magical Function: When worn, this item gives a character a +2 bonus to
                       his Charisma score. This item is most useful for
                       Sorcerers, as it can grant the sorcerer a few extra
                       spells to cast per day.

     Cloak of Resistance +1
     Weight: 1lb
     Magical Function: When worn, this cloak grants a character a +1 bonus
                       to all his Saving Throws.

     Cloak of Elvenkind
     Weight: 1lb
     Magical Function: This cloak grants the wearer a +5 bonus to his Hide
                       Checks.

     Gloves of Dexterity +2
     Weight: 0lbs
     Magical Function: When worn, these gloves give a character a +2 bonus to
                       their Dex score, giving them a +1 AC bonus, and a +1
                       to hit with ranged weapons, and a +1 to Reflex saves.

     Headband of Intellect +4
     Weight: 0lbs
     Magical Function: When worn, this item grants a +4 bonus to the
                       characters Intelligence score. Whilst this won't give
                       a character more skill points at level up, it does
                       provide Wizards and Psions with extra spells/power
                       points.

 _   _   _   _   _   _   _   _
/ \ / \ / \ / \ / \ / \ / \ / \
( A | p | p | e | n | d | i | x )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/

A1. FAQS and Forum Questions
----------------------------

All I have done here is trawled throught the forums I have found for Tactics
and listed all the questions and such that I think are important for you
guy's to know.

Q. The Game keeps freezing during lengthy battles, or when I hit Triangle to
  get more info on an Item/Skill/Feat/Spell!
A. I have never personally had that problem, however, this can be solved by
  saving the game during the battle so you have a file to reload if it does
  freeze, or by entering/exiting the menu screen (Start Button) to clear the
  cache.

Q. How do I use wands?

A. Wands equip to the characters weapon hand, and are used by selecting
  "Attack" on the menu. Make sure that the character who has the wand
  equipped has that spell on his Class Spell List. A Cleric can use a wand of
  Cure Light Wounds, a Sorcerer cannot.

Q. I have a Druid and a Ranger in my party and they both have dogs. My Wizard
  cannot perform any summoning spells, why?

A. There seems to be a built in limit for player controlled characters, being
  the number 7. There doesn't appear to be a way to unsummon the Dogs, so you
  have to make the choice between either classes (i.e., only having one of
  either a Druid and Ranger), or choosing of spells.

A2. "Cheats"
------------

Not that the game needs any, but I have found one on the Gamefaqs Forum. This
"glitch" may be fixed on later versions. I have not tried this, so don't write
to me asking for extra help on this, try posting in the Gamefaqs forum. This
is directly quoted from seregaur:

Try this: Start a new game, and bring the character you care about the least
on the first and second missions. That char should now have enough exp. to
level up. Now, while you're on the map screen, press X to bring up the menu.
Press L or R to shift to this character, and then scroll down until "Party
Mgmt" is highlighted. Now, press X and IMMEDIATELY press L or R once or twice
to switch to a different character. "View Character" will now be highlighted,
and if you've done this correctly, you'll see the "Man Lvl Up" option below
that, even though this new character might not have enough exp. to lvl up. Go
ahead and Lvl this guy. you can now repeat this as many times as you like,
providing you don't lvl the original character. Once the rest of your party
is lvl 20, ditch the one you used to lvl up, then rehire him. The game will
auto-level him up to lvl 19-20. You can use this to try out different char
builds, see which spells/feats are available at each lvl, etc. Or, you can
just abuse this to beat the game with no real effort. Your choice, really.



And also from the forum, quick cash:

"...you can go to the left cave complex in Spiderspike and enter the lower
level, loot the treasure, exit, sell the loot, and then repeat."

This appears to work only if you leave the Erinyes alone, each time you visit.

Credit to AZRogue for this one.

END OF GUIDE